Dear Sega Chief!
First of all thank you your hard works!
I'm notice 2 things with your mod:
1. If I use the mod with Thunamods Finishing Touch the expanded icon is not working. (If the NT mod is off its working again.)
2. For example in the Elemental materia (but in other materia also) the Magic def -7 is actually lowering the Spirit stat.
The result is the same but not exactly, because if its really just the Mdef reduce the Spirit is still remain the same.
Please change this lowering to Spirit -7.
i don't know there is other typos but I'm playing
Best regards.
I think for the finishing touch icons there needs to be a NT setting enabled in their IRO for compatibility (if one has been added); if there is no IRO option then it's incompatible.
Spirit and Magic Defence are functionally identical. If you have, say, 50 Spirit with a 100 Magic Defence armour equipped then you have the exact same total magic defence as a character with 100 Spirit and a 50 Magic Defence armour equipped. The two values are added together and have the same weight. I can try and change the text string in the .EXE though if I can find it for consistency's sake.
Hello ^^
Any ETA about the standalone installer v2.0.99993 ?
I'll need it to update the NT mod in my AIO pack (big release coming so if i can get your lastest version too, it would be cool)
Thanks for allllllll your great work about this mod !
I'll put it together today, sorry for hassle.
Hello, I would like to report a bug for New Threat 2.0 Vanilla. When Aerith dies, instead of fighting Jenova Life, I find myself fighting the two Shinra soldiers from the first battle of the game after the train.
Running 7th Heaven 3.4.0.0 (stable) with FFNx 1.18.1.0
Thanks for your time.
I prob swapped that in during testing for speed and forgot to revert it to the actual battle ID; sorry about that, I'll update the vanilla IRO today.
Hello all,
Im not really a regular here but was recently looking to get back into playing original FF7 and decided to play NT. After getting up to around wall market on type b I decided that I prefer a slightly more original / vanilla scenario and opted to start over with type a. I couldnt seem to verify anywhere else online, is Tifa joining at the start of the game and the first boss being the altered guard scorpion up stairs a universal change for NT in both scenario types or is my install bugged and not changing to the correct type when I start a new game, as these changes are present when I select type A. I understand that there are some changes to the core game with NT (which I dont mind) but just wanted to be sure before I continue playing.
My other question which is related to the above I suppose, is scenario type A ultimately faithful to the original game in terms of narrative? I love the idea of an improved for fleshed out narrative fix for the game but still want to keep it true to the original games intent. Im sure its an unpopular opinion by many, but personally I have never enjoyed any of the post psx ff7 related games / media that has come out over the years "expanding" ff7s mythos and world. I noticed in type B, the script for the game seemed to more align with things like crisis core and remake being canon, which id prefer my ff7 game to have nothing to do with that (no offense to anyone who likes CC or Re).
Thanks
Also, in case anyone is interested, steam has a program called lossless scaling. If will inject artificial frames (interpolation) into windows, including borderless full screen games, with minimal induced input lag. It has made playing ff7 with the 60 fps mod absolute eye candy, running at "120" fps. Absolutely gorgeous.
Type A isn't supposed to have that happen at the start, sounds like the variable that handles it has gotten toggled to enable Type B somehow. I've replicated the bug so I'll need to update the mod today to fix it.
I'd like to report a new bug on NT Vanilla 2.0. The underwater boss that should normally give Barret his last weapon is bugged. Instead, we face a goblin.
That boss blocking the reactor isn't supposed to be there; I'll remove him (assuming you mean the boss before Carry Armour).
there are 2 checks the mod tells you about to ensure kernel/scene data is loaded correctly at start of game.
check inventory see if reactor bomb is present in list, alongside first fight should be labled MP's alongside having materia differences from original.
I'd be willing to bet that your running other mods alongside. ensure check your load order. some other mods may of also had field/battle edits most likely overriding new threats scene.bin file for that fight.
This user is on the vanilla combat version which doesn't have kernel checks, etc.
Version: FF7 on Steam - NT 2.09999.7z (no other mods or mod loaders)
Probable bug:
Type B playthrough - when leaving Shinra HQ after the bike mini-game, you get thrown into fight. none of my characters have any of their materia equipped and they all start with limit break.
You are able to check and sort equipment/party before the mini game starts when it gives you directions for using the bike - everything is equipped as expected here.
EDIT: I managed to get around it, i believe pressing a certain button on mini-game instructions causes a reset to all equipped materia.
I think there's this old thing there where it performs a full unequip when using the square button or something. I'll go ahead and remove that and replace it with a different button.
I remembered that I didn't get an answer to this question before.
Another glitchy thing I noticed: Cloud has equipped Counter Attack materias, and he occasionally counters the buff spells used by the other characters, such as Great Gospel, by attacking the character who cast the buff spell. Or if a character is confused and hits Cloud, he counters by beating up the character. Can you set the Counter Attack so that it's not triggered if an ally targets the character who has Counter Attack equipped?
I'll need to test W-Attack and see what it's doing target-wise.
I don't think I can modify the way counter attack works, I'm afraid. I'm not sure where that routine lives.
Hi there! I coudn't find the underwater material. Or maybe there is an other method to remove the 20 min limit for the Emerald Weapon boss fight?
It was modified into a different materia but it still retains the 20-min countdown elimination; it can be acquired from the black-caped guy in the Mythril Mines by handing in all 12x 1/35 Shinra Soldiers (the documentation lists their locations).