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Messages - Sega Chief

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-05-08 23:41:04 »
EDIT: never mind i'm an idiot lol. i thought that the one on the front page would look similar to the 1.5 one.
i was wrong lol

so i'm now on NT 2.0 and i can NOT for the life of me find any sort of guide that resembles this one for 1.5 https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit#gid=1941162602
is there a 2.0 version of it somewhere that i'm just too blind to see?
all i found was a drop guide or whatever on on the front of this mod page :(
nowhere near as informative.
any help would be appreciated :) thanks!

There isn't a 2.0 version of the spreadsheet Karsh put together for 1.5.

It sounds like you found the enemy drops spreadsheet but not the DL for the folder containing the 2.0 docs; it's above it:



Hello, so i'm new to the modding scene and absolutely loving this whole new feel to the game as i've played since the games core release its a breath of fresh air!
however i have just reached the cave after midgar zolom and after talking with elena and rude for some reason i'm getting "unexpected error" when i leave the cave. is there a reason for this and a fix please? i have attempted twice without success which it is very offputting sadly.

This issue was reported way back but I was never able to replicate it; my best guess is that there's some condition that needs to be met to cause it. Save file would be handy and a list of any mods or setup information, or the applog.txt that 7th heaven outputs (FFNX also has one if using that); it can be found either by clicking the bottom of the 7th heaven mod loader (will open the applog.txt file) or the FFNX.log file in the game's installation directory.

2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-05-04 10:43:53 »
Really enjoying it and loving it much though I think steal and morph are very OP and trivialize the whole game's difficulty even on Hard mode. By the way anyone tried the "Hard mod" in Releases? Is it any good?

I also want to know if I could use 60FPS battle with Reunion build of FFVII NT? Would it cause problems?

60fps compat for NT is in the works for 7th heaven; I could try using the 60fps interpolated animations for a 60fps version of Reunion; I'm assuming it'd work. As things are right now, if you use NT with Reunion's 60fps it'll mostly work but any new enemies will seem very sped up.

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-04-21 13:25:49 »
Thanks a lot, I have updated it.

P.S.: I went "New Game" to verify if the latest version successfully installed or not - it still shows 2.0. I assume you forgot to change the script for it (Because yes I did change change the Mod_id).

Yeah, I don't update the in-game text with the version number though I should probably start doing that.

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-04-20 10:42:12 »
I am using only it and The Reuinion. I did use Cloud's Finishing Touch on the two Shinra tropes but the X-ATM had normal boss death animation. I will try tomorrow without using that Limit Break then.

UPDATE: Not using "Finishing Touch" fixed it. I guess it has to do with KO/Death like you said..

I've identified that this is actually an issue with Reunion itself; the Finishing Touch limit disables the processing of death counter scripts (I've passed that info onto Dan after performing some tests and he's working on resolving it). Usually it would only be the 'eject' part of the Limit that would disable death counter scripts, but it seems to not be re-enabled when moving onto the physical damage part of it if the target is KO immune.

Edit: v2.0995 is up:

Spoiler: show

2.0995
-) Fixed looping issue in North Crater script
-) Fort Condor: Multiple item reward issue & changed to a clean variable
-) Removed an old flag-altering AI fragment from an enemy
-) Corrected flag for a Hard-mode only drop that wasn't resetting for another drop if on Game Type B
-) Updated Shinra HQ Floor 68 Boss to have same drops/steals/morphs as Type A Boss (had none previously)
-) Fix for receiving EXP & Gil when under No-Exp and Hard Mode for a certain enemy
-) Updated conditions for Cait Sith to appear in Costa Del Sol (prevent appearing too early)
-) Updated ability name for Cactuar's 'escape' ability
-) Removed test battle BG (replaced the train chase battle BG and snuck its way into a release)
-) Issue where multiple Bahamut ZERO Materia could be dug up in Bone Village
-) Adjusted condition needed for alternate scene on the hill with Tifa (Disc 2)
-) Da Chao Type A/B dialogue for Tifa was flipped around
-) Adjusted Type B Junon scene to prevent dialogue showing if a certain character isn't present
-) 3D-Battler minigame in Gold Saucer changed to be first to 5 hits instead of 10
-) Adjusted seating positions for characters on the Submarine (both variants)
-) Improved Save Point position for Whirlwind Maze & SP Upgrade teleport coordinates
-) Added a Triangle ID check for picking up HP Plus Materia to prevent it being picked up from below


Reunion version was renamed slightly to reflect the version; mind to update your Mod_Id in the options.cfg with the same name (New_Threat_Reunion_20995), or rename the NT mod folder to match what you already have in the options.cfg if you prefer.

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-04-11 15:06:41 »
is there a hp cap in this mod, different amount for each character?. i was leveling to take on the weapons , and hit a ceiling.

Yeah, each character has a kind of prospective 'max' stat threshold they can reach through level growth; they're not guaranteed to reach that max before they reach lv.99 but on average they'll tend to be very close to it.


no i don't mean the 9999 cap, my party is well short of that, as you can see no change in 9-12 levels. Tifa is obviously no problem lol although she does steam roller everything taking the challenge out.

Is that a natural 7777 or is that with Materia equipped?

I'm quite sure now it has something to do with the w-attack. I noticed that the fight sometimes froze right between the 2 attacks and tried to remove the materia. No freezes since then, although now I have the problem of dying^^

edit: After beating Emerald Weapon, I reequipped w-attack for the Ruby Weapon fight, same problem here. I guess I have to play the game without this materia.

So W-Attack is the problem; there may be an issue with its targeting flag or something, I'll check into it.

Thanks for the reply.

Apparently, its 2.0 version.

Spoiler: show
I beat all four levels 1/2/3/4 but a 5th mission doesn't seem to appear...maybe I have to go to Junon and do another mission down there?

Dude I can't believe it. I finished all 4 missions and wanted to try the 3d battle minigame and the game got stuck/froze! Now I gotta do the missions again if I need them for the 1/35 soldier  :-( :-( :-(


Wow dude, this one was crazy, thanks a million for the advice :)

I'll check the 3D-Battler but it's not been changed recently (though I am planning to shorten the points needed to win on it from 10 to 5 for each match). Did you get stuck on the geometry when activating it or did it freeze during the minigame? There are any model/animation mods active or anything?

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-04-05 00:44:48 »
was there a reason that aerith is able to use cid's schimitar? . i dont mind it looks cool just wondering

I figured she needed some extra weapons as she has less than the others; those were closest in style to hers so I set it up that she could use a few of them. I tried to go with the more halberd-looking ones rather than the spears.

No, this is the only mod on the steam edition of the game.

In that case I'm not sure of a possible cause, I'm afraid.

i just started playing this , i think imissed the aded steal materia...can I still get it ? .

I think so, if you go to Yuffie's house then it should be lying on the bed toward the back of the screen; if it isn't, or her house is inaccessible, then let me know and I'll set it to be open if the wutai sidequest wasn't done.

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-03-31 16:14:19 »
I missed the Comet materia...can I still get it?

As of patch 2.092, Comet can now be obtained if it was missed from the North Crater (think it's in the left-down path).

Hey,

thanks for this great mod, I'm having a lot of fun playing one of my all time favorites with a decent difficulty and so much new content! I'm nearing the end (playing Type B hard), but now I have a problem: In the Emerald Weapon fight, the fight always freezes at some point. I think it is right after Emerald Weapon starts a countdown (3). No character does any action, neither mine nor the Weapon, the timer keeps ticking though. I ran into a similar problem with the gargoyles in the North Crater, where I just used the Enemy Away Materia... Any ideas what might cause the problem?

If all action stops but the battle is still technically going that usually means an attack ID has been referenced in the AI that the enemy has no set animation for. However, it looks like all attacks are accounted for with Emerald and the Gargoyles from what I can see in the AI and animation data (ran a test of them too to check all their attacks/anims and wasn't able to replicate a softlock). Are there any other mods enabled? These two have special behaviour in how they transition between one form and another (gargoyle) and interact with each other as multiple parts (Emerald) so there may be something tripping it up.

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-03-25 00:44:32 »
Playing Type B of 2.0.994, and for Aerith, the Prism Staff and Aurora Rod say they restore HP and grant Barrier/MBarrier respectively, but the barriers don't seem to be applying.  Is this expected behavior?

I'll check them, they should apply but I think it's not 100% chance.

Found a bug, not sure if is NT2.0 fault but it seems the likely culprit.

In the Whirlwind maze Location 704 in save editor (if that helps) if you use SP upgrade after the Seph/Jenova battle you get stuck on the save point.   I was able to reproduce it and run back and forth through the save point but if you use SP upgrade it pops you back out on the save point and your stuck.   Turning mods off didn't fix it.

Fixed it and saved my game by changing my location in Chocobo save editor.

It is possible to wiggle your way out of it but I've updated the coordinates so that it's not as janky; this'll be in the next patch.

I think I might have found a small bug or sequence break thing in mode B... or is this intended?
After you escape sector 7 with Aerith but before getting to her house you can go back to Wall Market and buy an umbrella weapon for Aerith from the battery npc in the weapon shop. (also some npc in the Honeybee entrance mentions Cloud crossdressing even though he doesn't do it in this mode)

This is more of a personal opinion... But, why is 0 gil tied to hard mode? Imo, this only either incentivizes players to grind steals/morphs/drops for cash or to ignore a lot of equipment because they can't afford it, which goes against the fun customization that is so core to the mod.

An oversight with the Umbrella, but might leave it as it is; I think that weapon is strong but it shouldn't be game-breakingly strong due to the character being mostly magic focused until you can start upping their stats.

For hard mode the idea was to make gil more scarce and have items/equipment be managed to either use or make gil with; the 0 gil thing has been a bit mixed though so what I'll probably do is separate it out into its own option or drop it from hard mode entirely.

not sure if i'm overlooking something, but i can't get New Threat to work with Reunion at all. i followed all the instructions up to "Remember to disable the new_translation option however as it is incompatible with NT", but there isn't a setting to change that in the options.ini file that Reunion provided. i'm assuming the Reunion team has changed some things since the install instructions for New Threat have been posted, but maybe i'm just messing something simple up.

i installed the "Reunion R06 Version" of New Threat, changed the custom mod_id to "New_Threat_2.0" in the .ini, and own a legal copy of the game. i think I did everything right up to this point, so any help would be appreciated. :)

There should be a line in the options.ini that reads:

[MAIN]
New_Translation = y

change the y to an n; if this line is missing entirely from the newest version then you may need to check in with the reunion discord to find out how to get custom mods to work.

The other thing to watch for is that the name of the mod folder matches what is written in the options.ini:

[CUSTOM]
Mod_ID = New_Threat_2.0

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-03-08 08:57:55 »
Hi Sega,

I have just completed Type B of version 2.0994 and I have noticed some issues that may need your clarification.

1. I still have Tifa's dialogue at the Da Chao statue during Yuffie's sidequest swapped around with Type A.

2. No change to the EXP/AP awarded by defeating Ruby Weapon. It is ostensibly the same with previous versions.

3. After the battle with the Calamity in Disc 3, I was brought back to the screen where the battle was triggered in the first place. However, without using the ???? item the second time, the battle simply restarted and the cycle just continued indefinitely. Also, there was no EXP/AP or item reward for defeating this boss.

Thanks.

I'll check the dialogue trigger.

I looked at Ruby's rewards in the scene.bin and they're set to 50k exp (slightly more if on hard mode), 50k gil (0gil if on hard mode), and 50k AP. Previously, AP was at 5k or something like that.

wdx told me about the looping problem and I've sorted it out, so that'll be fixed in the next patch (2.0995).

10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-03-05 15:09:15 »
It was recently moved there, if it's missing then I'd better double-check it.

11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-03-01 08:16:28 »
First time trying to play FF7 with mods here, got every mod to work EXCEPT the NT, just the one I am really interested in! I'm getting the same message, but it shows when I enter in the first battle... Also tried to disable all mods except for NT 2.0, and still crashes with the message as soon as I enter the first battle, tested with NT 1.5 and happens the same.
I'm using the Steam version and Windows 7 if that matters.

Please help, I'd love to play this awesome mod

Edit: Finally got it to work, using the patch version. Simply didn't work trough 7th Heaven catalog or importing the nro files, wonder why?

The cause is most likely the easyhook injection being blocked from doing its thing, which is what 7th heaven uses to inject temporary .EXE modifications at runtime to get some of the stuff to work (like MBarrier ignoring Cure magic for instance). A workaround for it is this: https://twitter.com/DubReno89/status/1498346351628800002/photo/1

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-02-22 21:15:08 »
I am deeply saddened by your reply, but I accept the reality for what it is, though and brutal at times. I'm sure I'll cry it out overnight and tomorrow I'll feel a little better, maybe.

(obviously kidding)

After it releases, I'll ask Cloudiar for permission and attempt to add it in if it gets a green light but not added fields before so no promises.

So, playing through Type B,
Spoiler: show
Aerith is still dead, but she talked in a Junon area cutscene.
Also, she showed up earlier in the Icicle Inn area, by the recordings of her mother. I'm, not sure if this second one was intentional or not, as she could be a ghost.


I'll sort that out, needs a conditional check added around it.

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-02-18 09:15:07 »
That's amazing Sega, thanks for that last version! :)

I was wondering, do you plan to add the excellent work done by cloudiar on the Honey Bee Mod (link -> https://forums.qhimm.com/index.php?topic=21062.0)? I find that quite amazing and I think it would be an excellent addition to your mod - making it even more the "perfect" gameplay mod to be used.

Those new fields will be in Cloudiar's FF7OR mod (large-scale overhaul mod) so I think it'd be best for people to experience it there along with all the other new events and content that's been added into that mod.

14
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2022-02-16 21:58:58 »
Hello Sega.
Could you tell me what program you used to make extracting 1 or 99 spells the same? I like to mess around with the FF VII programs, but I have no idea about the FF VIII ones, however I want to play FF VIII again, but the issue of using magic weakening me pulls me back and I really like your idea, however I'm Spanish and I can't play your mod like I did in FF VII because of the language, so even if I have to play FF VIII I would like to edit the extraction theme, thank you very much.

This was done in assembly rather than with a tool, which means either using a hex editor on the FF8.EXE or injecting hex script using something like Roses & Wines (which modifies the FF8.EXE at runtime). The issue may be that the spanish FF8.EXE has different offsets to the english FF8.EXE and I don't know what the differences in offsets are I'm afraid.

The hex addresses and the changes needed to be made for the english exe were:
#HP
963CB = B3 64 90 90 90 90 90

#Primary Stats
966E5 = B2 64 90 90 90 90 90

#Secondary Stats
96788 = B2 64 90 90 90 90 90

#Elemental Attack
969D1 = B0 64 90 90 90 90 90

#Elemental Defence
96AAE = B1 64 90 90 90 90 90

#Status Attack
96BC1 = B0 64 90 90 90 90 90

#Status Defence
96C9D = B1 64 90 90 90 90 90
(Credit to JWP for these)

If you're lucky these may be at the same offsets in the spanish exe. Sorry I couldn't be more help. As for what hex editor to use, I personally use something called XVI32 hex editor, but there's likely other free hex editors out there.

15
Troubleshooting / Re: New Threat 2.0 possible bug
« on: 2022-02-16 09:25:52 »
Will take a look just now.

Edit:
I ran through that part on Type B and Cloud loads into the correct place. What I think may have happened is that the field-background mod you're using hasn't got the correct background state loaded; notice that the elevator in your picture is currently at ground level rather than up high for the player to use.

When entering, the field is supposed to look like this:


I think this may be a purely visual bug (backgrounds are 'painted' onto a walkmesh and don't have their own inherent collision). It should be possible to advance by interacting with the location where the control panel (the golden box) would be if the elevator were 'raised' in order to advance things (may take a bit of moving around and mashing the confirm button). Otherwise, you may need to temporarily disable your field background mod in order to get the correct background state in order to advance.

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-02-16 09:21:58 »
Updated to 2.0994

Spoiler: show

2.0994
-) Added many missing button prompts to in-game text
-) Added missing model files for 7th Heaven & Reunion versions (Great Glacier enemy affected)
-) Ruby Weapon EXP/Gil/AP values set to match Emerald Weapon EXP/Gil/AP values
-) Chocobo Ranch: Updated conditions so that characters do not appear early before visiting Kalm
-) Added Long Range pickup if it is missed before launch (Rocket Town main area, by entrance to launch site)
-) Adjusted drops for Eligor (increased chance for Mute Mask & Dream Powder, X-Potion drop removed)
-) Issue where enemy would give EXP under No Exp mode
-) Jenova DEATH: HP reduced by 4000 to 36,000, defence deterioration when attacked increased
-) KO immunity added to Shinra Mansion mini-boss (Type B); Morphs added to both parts to make consistent with Type A boss drops
-) Battle Square: Updated prize text where Fire Veil was listed but was actually 8-Inch Cannon
-) Added No EXP toggle to Game Start menu
-) Adjustment to item 'Synthesis Cell' (removed most of the detrimental effects)
-) Masamune adjustment: base power decreased to 55, defence ignore property removed
-) Minor text revision to Mystile and Curse Ring descriptions
-) Added a random prize-set of items to replace Megalixir 'catch-all' prize used for various Fort Condor battles:
   Astral Curtain
   Lucky Pill
   Hero Drink Classic
   Dragon Fang
   Dragon Scales
-) Added minor easter egg when beating the game under the following conditions (must be activated at New Game and left enabled throughout):
   Hard Mode
   No Source Upgrades
   No EXP
-) Tweaks made to a Disc 3 boss; rewards added and game no longer proceeds to ending scenes after the battle

17
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
« on: 2022-02-11 09:28:49 »
Hi guys, Chief,

Does anyone have a save file for Type A just after clearing Midgar / before Kalm? I was getting some weird crashes so reinstalled FF7 from Steam out of frustration...and of course my save files got cleared. I'm enjoying the mod and would like to continue where I left off. Would be much appreciated, and thanks!!


This is from the test run of NT 2.0; it has a save out in the Midgar area:
https://mega.nz/file/vgV2QZRY#xKSrOIPUymsn3aJbCVTzjOXTBTsh3hY2c9aHQGAktOo

If playing on Steam, then do the following:
Open the game's launcher via Steam but don't start the game itself yet
Place the save file in: E:\Documents\Square Enix\FINAL FANTASY VII Steam\user_####
Start the game, and load the save file
Save the game when you load in; this will update the cheksum and protect the save file from deletion when you next start the launcher

The issue with FF7 Steam is that they, for some reason, implemented some kind of verification on the save files; when the launcher is opened, it checks all the save files and if any don't match the cheksum it just deletes them. But you can beat it by just having the launcher open when you move/edit save files within it (just remember to save the game within the affected 'memory card slot' in order to make it permanent).

18
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
« on: 2022-02-08 16:45:58 »
Hello Sega Chief, great job keeping the mod active.

Small question / request. ¿Any chance for a "Vanilla Combat" variant of the 2.0 version of the mod?

Thanks in advance for your answer.

I did promise (I think) to do that so will work on it. I also saw a request while I was away for a combat-only version of 2.0 so I'll be trying to put that out too.

19
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
« on: 2022-02-08 14:33:45 »

sorry, i apologize.

i have disabilities, so there's difficulty typing correct numbers.

my request was supposed to be Diamond weapon at 165,000 HP, but Emerald/Ruby weapon at 365,000 HP.

i meant to type a " 3 " ,but typed a " 1 " by accident.


in regards to superboss in Shinra mansion, who uses counters, i think that Cloud's Ultima weapon critical hit should be set to 1/3 of the Masamune, and the Masamune critical hit should be set to 1/2, of where it is now.

my reason is that when you fight superboss in Shinra mansion, using the Masamune, its too easy, but too hard without it.


i would really appreciate these changes.

I'm not increasing their HP to 365,000, and I don't want to rebalance ultimate weapons specifically for one secret boss with that won't be encountered by a lot of players. Ultimate Weapons could stand to be retuned though just in general.

ps totally agree the Masamune is Very OP.

Yeah I think Masamune was mentioned a few times as being too much, will prob revise at some point. Either removing the auto-crit property or base power adjustment.


i would highly prefer that Sega Chief complete some of my suggestions.


the objection was that 1 million HP was too much, but there's no reply as to why 365000 HP couldn't be done.

also, there's no reply as to why Regular mode couldn't keep the current 165000 HP, while Hard mode is changed to 365000 HP.

I answered my stance on this when you initially raised the request of boosting their HP; I don't think increasing HP is the best way to achieve harder difficulty. I won't be implementing increased HP for either normal mode or hard mode. This doesn't just cover 1million HP, this also covers 365,000HP, 465,000HP, 166,000HP, or whatever other number that happens to be above their current HP, on either mode.

20
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
« on: 2022-02-07 16:51:45 »
No worries. It is just a token of appreciation for this wonderful mod.

I have a question about the conversation between Cloud and Aeris when the party revisits the Forgotten City. Bugenhagen informs the party that the White Materia is needed to summon Holy. Cloud then turns to Aeris and laments albeit mistakenly that Holy failed to appear because they did not have the White Materia. I can understand that Cloud is ignorant of the fact that the White Materia was all along in Aeris' possession. But, was Aeris herself unaware that she had the White Materia? Or she knew she had it but didn't know its purpose prior to Bugenhagen's revelation to the party at the Forgotten City? It seems rather odd that she did not rebuke Cloud for his incorrect deduction. As a side note, her dialog "A-ha. See, I told you I'd take care of it." at the end is simply hilarious and is totally in line with her goofy character. Good job.

By the way, at the Northern Crater, before Cloud hands over the Black Materia to Sephiroth, he says something along the lines "I'm sorry. Especially to you, Tifa. You have been so good to me. Maybe one day you'll meet the real Cloud." In my opinion, that dialog should be directed to Aeris as well (if she is in the party) since she did previously express her desire to meet the real Cloud. Also, I thought that akin to Tifa, she would try (in futility nonetheless) to persuade Cloud not to hand over the Black Materia to Sephiroth (due to her Cetra lineage) instead of remaining silent throughout.       

One part of the original story that was left unexplained is how did Tifa's mind survive after being drenched by the lifestream when Cloud got lost under similar circumstances? It was speculated that Aeris (after her death) actually guided Tifa in the lifestream; preventing her from getting lost. So, I think that it will be instructive if Aeris plays a more active role (alongside Tifa) in restoring Cloud's memories in the NT mod since she lives (or given the chance to live rather).

Maybe this is something that you can consider should you update the mod and make drastic changes to the story in the future. Cheers.

On the Holy Materia: Based on just what's in the original game's dialogue, I think it's up for debate if Aeris actually knows what that Materia is or rather what it specifically does. When you first meet her she says that she has a 'useless' Materia that she keeps as a memento from her mother; you can read that a few ways as either she genuinely doesn't know what it does, she's keeping it a secret in case people try to take it, or that it's tongue in cheek and she doesn't believe there'll ever be a need to call for Holy and it's therefore 'useless' in that sense.

What clinches it for me personally is when Cloud 'talks' to her in that dream after the Temple of the Ancients and she doesn't seem 100% sure where she's going or what the end result will be. The game up to that point has also pointed out a few times that Aeris isn't as connected to the Planet as prior Ancients were and she usually has trouble communicating with it clearly.

The OG dialogue is (and bear in mind there's minor differences between PSX and PC release in case this isn't 1:1 what's said on PSX):

Spoiler: show


{AERIS}
“The secret is just up here.”

{AERIS}
“At least it should be.
   …I feel it.
   It feels like I'm being led by something.”


So you could read that as not being aware what the plan will be, which would be very unusual if you were aware that you had a Materia that could call forth something like Holy. She's praying when the player finds her again, so an argument could be made that she is aware of Holy at that point but there's no way to really know for sure based on in-game text.

On the Black Materia handover: In the original builds, Aeris' script group was a copy of another character in most instances and I think I specifically tried to use ones where the character was most inactive (probably Vincent) to cut down on the amount of work needed and avoid adding too much story-wise or altering existing scenes (she was relegated to hanging out with Yuffie and suffering from air-sickness to avoid Highwind scenes; it should still be that way in the 1.5 build I think). I went back and made her more active in the 2.0 build on request, but I guess that scene at the Black Materia hand over wasn't revisited. You're right in that she probably should react in some way so I'll add it to my notes.

On the Lifestream: I don't know actually why Tifa emerges with her mind intact from the Lifestream, maybe it's to do with prolonged exposure? Perhaps in the extended stuff like the ultimania they offer an explanation but I try to go with what's in-game from the original whenever I can. I also think of that section as an important part of their character development so I won't be tampering with it to add Aeris in or stuff like that. I already get enough flak as it is for ruining the story forever and missing the whole point of the plot. It also makes it harder to do low level runs.

21
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
« on: 2022-02-04 09:32:49 »
Yes. I went to the ranch immediately.

I've added conditions there so it'll be sorted as of the next patch, thanks for letting me know.

Cool. I will send over a donation soon.

Btw, I tried triggering the battle with the Silver Chocobo at the Great Glacier by feeding it the Zeio nut but the game crashes. This seems to happen (to me at least) only in ver. 2.0993 even without other mods active. I removed ver. 2.0993 and tried again with ver. 2.0991 (with and without other mods active) and there is no problem. I could enter the battle with Chokhmabo in ver. 2.0991.

Thanks for the donation, much appreciated.

The model files appear to be missing for this enemy as it was using the wrong model files previously; I'll be updating the mod later to add the missing files along with some other things.


okay, i understand you're going to adjust Ruby weapon's AP back, in your next version.


and obviously you said 1 million HP was too high, but what about just making HP higher, for example to 150000 ?

or just making HP higher to 150000, on Hard mode, while leaving it the same on Regular mode ?

i'm only talking about superbosses, like Diamond/Ultima/Emerald weapon.


this would be much appreciated.

I'm not sure why you want the HP set to 150,000 for Ruby and Emerald when before you were asking for an increase to 1million; they currently both have 165,000 so this would decrease their HP rather than increase it. As for Ultimate Weapon, this boss is fought multiple times so increasing its HP would be a bad idea as it would exponentially increase the amount of time needed to trigger the final battle at Cosmo Canyon.

I've increased Ruby Weapon's EXP/Gil/AP to match Emerald Weapon; 50,000 for each where previously Ruby gave 45,000 EXP/Gil and only 4500 AP. I think Emerald was intended to have 5000AP rather than 50,000AP so that it followed the pattern of Exp/Gil/AP given by the other Weapon bosses but given that this is an optional super-boss I think it's maybe better that they have the increased AP.

As for the secret boss in Shinra Mansion, the reason it has those Exp/Gil/AP values is because it matches what it has from the game it came from. The amount of AP it gives is decidedly useless here, but there's plenty of ways to gain AP elsewhere; the North Crater's left-up path has two enemies that were great for AP farming in the vanilla game which have been buffed/modified in NT to better suit this purpose. Magic Pot now takes Ethers instead of Elixirs so they're more farmable (some mods disable the W-Item glitch so I felt this was a good idea to change the item to something more readily available) and the Movers enemy, while rare, has had the AP they give buffed up enormously (4800 AP per encounter; 14,400 AP if a Triple weapon/armour is used).

22
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
« on: 2022-02-03 12:30:49 »
All good mate. This mod is fantastic and I will be replaying it several times anyway. So even if I did miss out anything, its not a big deal. Thanks a lot again man.

Btw, do you still accept donations via paypal?

Yeah, there's a donations link on the first post.

I discovered that Yuffie shows as an NPC on the Chocobo ranch, if you go there before she has joined the party. I was was playing on Type B. Is this intended behavior? Shouldn't she only show up after you have recruited her?

Did you head down there before going into Kalm and concluding the events there? I'll update the conditions there.

So playing through Type A I seem to have somehow missed the Long Range materia. Not sure how I did that but here I am!

The documentation for its location specifies "If missed, place somewhere." Where is this somewhere? haha

The other Long Range is a bit trickier to get; when you've turned in all 3 items to the Kalm Traveller (desert rose from ruby weapon, earth harp from emerald weapon, and the Guidebook) you get an extra bonus of 3 Materia; one of which is Long Range.

23
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
« on: 2022-02-02 09:27:34 »
By golly, you are right. I turned off the other mods and it is working fine now. I can get the Speed Plus materia and HP Shout now. All five levels in the sub minigame are restored and I should be able to get the 1/35 soldier now. Thanks a lot man.

By the way, regarding Tifa's dialog with Don Corneo at Wutai, is it meant to be switched around in Types A and B? Just wanted to know.

Also, I remember that there is a battle between Tifa and Zangan as part of her Limit Break side quest in NT 1.5. Is it possible to put it in for NT 2.0?

If your flevel was vanilla for a period of time then you may see other issues arise or some stuff may have been missed as a result. It's not really possible to tell what the scale of the damage is though without knowing how long it was like that or what was done in-game during that time. This might be why the dialogue was flipped for your wutai sidequest for instance as the variable flag used to differentiate between Type A and Type B is a repurposed one that is used in vanilla to track one character's affinity for the date scene; in a vanilla flevel, this value would be getting altered in ways the NT flevel isn't really expecting. Hopefully nothing game-breaking occurs.

That sidequest + fight was retired, it won't be going into 2.0.

Thanks for the weapon tip!
I'm not too happy that basically the secret encounter is missable? :'(
Also why Ultima Weapon does so little damage? I thought it was gonna be great then Cloud does 200 dmg per hit LOL am I missing something? I know it's supposed to do more DMG based on Cloud's HP% but same, very small damage even on full HP.
Also, is there any boss that can go through gospel + cosmo memory alternance? Is this just too much ?

I tried it out there against a fairly high defence enemy (Grand Horn):

If I use it on a Cloud that has no strength boosts at all (Lv.57, around 100 strength) then it dealt about 8-900 damage which wasn't a huge amount. It'll likely deal less against enemies with higher defence or if Cloud's level and/or strength is lower.

However, when I buff his strength stat with equipment and Materia to around 220, it started to hit for around 3-4000 damage against the same enemy instead.

As for Gospel and Cosmo being used together, I think Debarrier/Dispel effects should be able to get rid of the Peerless/Invincible status but not a lot of enemies use this from what I recall.

Is the boss mentioned in your spoiler specific to Type B? I'm currently running A and do intend to hit up B after... but definitely missed the mark on some of those things if they were available in type A!


That boss is locked to Type B.

This does not work for me. It crashes when I select new game and tells me to go to

https://github.com/julianxhokaxhiu/FFNx/wiki/FAQ

I tried disabling every mod except for NT 2.0 and it still gives me this message.

If that error appears it means you're using FFNX so first thing I'd try is running the game without mods enabled to test that it's working properly. If you're able to get to, say, the second screen of the game then we can rule out a setup problem with FF7 & FFNX.

24
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
« on: 2022-01-30 23:47:37 »
Thanks for the reply! Found pretty much everything.
I see there are other optional bosses like a chocobo in the glacier? Is there a list of these extras? Also if there are new post endgame bosses?
Finally, is there no way of getting Could's pre-ultima weapon... weapons outside of the memory?I can't find either the "Iron Giant" nor "Wolfmeister" nor "Soldier 1st" anywhere to get the Ragnarok, any options?

If not picked up from Wolfmeister or Soldier: 1sts then Iron Giant can be found on the left-down path (think it's the last screen of this route); I added him to the encounter tables there so he's not locked to the final descent anymore.


why did you lower the AP received from Ruby Weapon, from 50,000 down to 4,500 ??

AP received was already where it was supposed to be.


also, my other suggestions would serve a purpose, on Hard mode.

I didn't feel that amount was really needed anymore; a lot of the Summon Materia that could have used it in vanilla, for instance KOTR, is 1-star in NT and doesn't require any AP. I went with around the same value for a lot of the Disc 3 bosses. I don't see a reason not to tune this back up though so will do that on the next patch and adjust Emerald Weapon's AP as well.

I just don't feel that extending the length of the fight with more HP is a good way to go for making the fight harder. 1million HP I don't think would be a good idea for NT either as it's not as easy to land the same kind of numbers that you can in vanilla; Emerald had this amount in vanilla and the only practical way to beat it in a timely fashion was to use KOTR or some other consecutive hit attack that could land max damage per hit (otherwise you're there for a very long battle of attrition).


Thanks for making the changes.

I still can't get the Speed Plus materia and HP Shout from Wonder Square. I assume it is obtained from the girl at the amusement arcade. There are three items labelled with ???????? that cost 500, 1000 and 2000 GP. I've tried exchanging all those three items and I got the carob nut, gil plus materia and exp plus materia respectively. It seems like these are the same items exchanged in the original game.

In the documentation, HP shout costs 10000 GP but there is no exchangeable item from Wonder Square at that "price". I've tried going to Wonder Square to exchange items after I got the Highwind and in Disc 3.

I have not played the sub game recently but I remember in 2.0991, there were 5 levels to choose from - the Junon reactor, Levels 1,2,3 and 4. And, according to the documentation, you need to win 5 times to get the 1/35 soldier. But, in 2.0992, there seem to be only four levels (The Junon reactor level is gone). I would presume that you only need to win the minigame 4 times now to get the 1/35 soldier?

By the way, just a minor question: Is Tifa dialog's during the confrontation with Don Corneo at Wutai in Types A and B meant to be swapped around because her dialog is still the same in 2.0993 Type A i.e. "I know you. You are the sleaze from Wall Market."?

Those are the vanilla items, yeah. That's very concerning because if that's giving you the vanilla prizes, it means your Flevel would be vanilla too; it's either not been patched or has been overwritten by another mod. The listed prize text should look like this:

Spoiler: show

10GP = Hi-Potion
20GP = Ether
80GP = Holy Torch
100GP = X-Potion
300GP = Gold Ticket
500GP = ? ? ? ? Bracelet
2000GP = ? ? ? ? Materia
10000GP = ? ? ? ? Weapon
Don't want to exchange


If this text is different in any way, it means the flevel isn't patched or has been overwritten. When you next run the game, try selecting New Game and see if the Game Type selection text box appears; if it instead just goes straight into the opening FMV then that'd be another indicator that it's a vanilla flevel.

25
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.992)
« on: 2022-01-30 18:09:05 »
where can i find morph materia in b scenario (2.0992)? cant find it at Aerith's house...

I also can't find the Morph materia. It's not in Aerith's garden where it usually is, and the Enemy Away materia keeps respawning every time I leave the screen where it's located.

I think these are likely related; will sort it out and update tonight.

can you please change Ruby weapon's HP to 1 million, and AP gained back to 50,000 ??


also, Diamond/Ultima/Emerald weapon should also have their HP changed, to 1 million.

finally, i was thinking that on Hard mode, their HP could be set to more than 1 million.

All that would accomplish is dragging the respective fights out and wouldn't serve much purpose.


Hi Sega,

I've been playing your New Threat 2.0 (both Type A and B) mod and it has really put a fresh coat of paint on an old classic. The way you added the twist of saving Aeris and to seamlessly adapt her presence to the later part of the story is simply brilliant and very creative. I can only imagine how much work that you have put in to make this mod happen.

I have a few questions regarding the latest version 2.0992 (pertains to Type A but maybe Type B too):

1. I can't seem to find the morph materia. IIRC, it used to be in Aeris' garden in the earlier versions (eg. 2.0991) but it is no longer there. Has it been moved elsewhere?

2. The Enemy Away materia seems to be still equipped on Aeris when you first meet her in the church. Also, the Enemy Away materia that is placed in the junkyard seems to always spawn every time you return to the junkyard screen.

3. The dialog for Tifa when the party confronts Don Corneo at the Da Chao statue during Yuffie's side quest (the one where she steals your materia) seems to be mixed up for Type A and Type B. Apparently, in type A, Tifa says something along the lines "I know you. You are that sleaze from Wall Market." whereas in type B, her dialog goes like "That fall really hurt." It seems that her dialog makes more sense (story-wise) if they were switched around.

4. In the earlier versions, you could exchange GPs for the speed plus materia and also, win the 1/35 statue from the submarine minigame at the Wonder Square. Apparently, this feature is missing from this version. Did I miss something?

5. The documentation provided indicates that Cait Sith's weapon HP Shout can be obtained from Wonder Square but I can't find it there in this version. Did I miss something here as well?

Thanks a lot for this wonderful mod.

1 and 2 are probably linked, so will sort that out.

Will swap around if they're backwards.

There should be a 1/35 soldier won from the submarine minigame after all levels of it are cleared. Speed Plus should also be tradeable at Wonder Square for a prize; the prize list seems to update 3 times and it seems that Speed Plus is available from the 2nd set (likely after the party acquires the Tiny Bronco; I think that's when the first change occurs, if not then after acquiring the Highwind). HP Shout should also be buyable here once you unlock the Highwind or when reaching Disc 3.

***
Edit: That should be it sorted; the new Enemy Away pickup was toggling the Morph value instead of its own one. As the Morph pickup flag will remain flipped for players who encountered this, I've set Morph onto a new variable so that it can be picked up on affected saves.

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