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Messages - Sega Chief

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101
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.

102
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.

103
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.

104
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).

105
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.

106
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.

107
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.

108
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.

109
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.992)
« on: 2022-01-27 17:16:41 »
Mod updated to 2.0992

Patch notes below (one thing was added from last post, Icicle Inn save point was moved)

Spoiler: show

2.0992
-) Removed rename function during a scene that caused Cait's name to also change
-) Typo on train conductor's dialogue
-) Removed rename functions from Silver Chocobo due to unintended side-effects
-) Reactor 5 Type B: Save Point allowed use of SP Upgrades prematurely
-) Champion Belt: Vit+20 raised to Vit+45
-) Barret's Limit Break 'Mindblow' now deals Magic damage as intended instead of MP damage
-) X-Potion adjusted: In-battle, can be used on a single target for a focused heal or spread across party
-) Updated text for Cid's special items in his innate descriptions in Beginner's Hall & Respectable Inn
-) Type B: Scene fixed when exiting the elevator if Jessie not helped on the way out
-) Type B: Tifa line change in Sector 7 prior to Reactor 5 mission departure
-) Type B: Missing camera data for Sector 7 scene re-added
-) Type B: Sewer boss cleanup handling of the water treatment machine when KO'd
-) Type B: Reactor 5 boss reduced number of enemies in 2nd wave by 1
-) Disabled PHS from Save Point near Ropeway station when about to meet Cait Sith to prevent softlock
-) Iron Bangle: Materia slot added
-) Hard Mode description updated; EXP given is 1.25x higher rather than 0.5x lower
-) Boss in Great Glacier was using a placeholder model and has been updated to the intended model
-) Gi Nattak: Rekindle set to 1 target instead of all to avoid an issue where he could heal himself with it
-) Issue where Tifa could softlock during movement at the Sector 7 train station on Type B route
-) Conditions for playing Tifa's Piano for Final Heaven extended to include other party leaders (Tifa must be in active party)
-) Rebalancing for a boss fight on Disc 3 (and script/AI stability check)
-) Harpy is now more likely to use Aqualung (chance increases as HP decreases; can only cast Aqualung once)
-) Removed walkmesh deactivation on the dog in the cupboard in Kalm which could result in the character being softlocked if in the wrong place
-) Updated documentation for some erroneous information and leftover notes
-) Enemy Away unequipped from Aeris' starting equipment; this is now placed in Sector 5 Slum (outside entrance to junkyard)
-) Great Glacier: Moved location of Slash-All Materia from Mountain \ trail to Hot Springs area
-) North Crater: Added Comet Materia (only present if it was missed in the Whirlwind Maze)
-) Icicle Inn: Moves Save Point indoors

110
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2022-01-26 15:14:46 »
Right, I'm back. Thanks to wdx and others for answering questions while I was gone. Sorry for any questions that went unanswered.

Please, if someone knows, let me know what this item does/what's it used for:

Spoiler: show
Synthesis Cell, apparently you get it once you Morph Jenova-Death but I missed it and I don't want to do that battle again :(

But if it is important I'll redo it...thanks in advanced.



*I misread it initially

This item raises the target's Strength, Magic, Defence, and Magic Defence by +100% (like maxing out stats using a Hero Drink). However it also inflicts gradual-petrify, sap, Death Sentence, and Resist so some care is needed when using it. If you can protect yourself from these status ailments then it's a very potent item.

Hello Sega.
I have played the Spanish version of your mod for the second time and I liked it again. I prefer to play NT before the original, but there are some things that I don't understand how you could do. For example, I've messed around with the mod programs a bit and I see that even though I put the ignore barrier option, the heals still don't ignore barrier. How did you get it?

This is done through an .exe edit I believe:
#Restorative Magic ignores MBarrier
5DEBB4 = 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90

What this does is it NOPs the check for MBarrier from the magic formula generally used for healing magic. The spanish .EXE differs slightly in offsets from the english one however, so the difference in offset will need to be accounted for. I'm unsure what it is.

Hydro Materia is found in the Junon Docks on Disc 2/3, on the screen where you performed the send-off for Rufus; the cargo ship will now be gone and the Materia should be sitting on the empty port somewhere.

Gospel Sparks I think are finite in supply (they grant invincibility being the reason for that); one is listed as being in the North Crater's Left-Up path.

***

I'll be putting up an update today (2.0992) to fix reported issues; current list is:

Spoiler: show

2.0992
-) Removed rename function during a scene that caused Cait's name to also change
-) Typo on train conductor's dialogue
-) Removed rename functions from Silver Chocobo due to unintended side-effects
-) Reactor 5 Type B: Save Point allowed access to SP Upgrade screen prematurely
-) Champion Belt: Vit+20 raised to Vit+45
-) Barret's Limit Break 'Mindblow' now deals Magic damage as intended instead of MP damage
-) X-Potion adjusted: In-battle, can be used on a single target for a focused heal or spread across party
-) Updated text for Cid's special items in his innate descriptions in Beginner's Hall & Respectable Inn
-) Type B: Scene fixed when exiting the elevator if Jessie not helped on the way out
-) Type B: Tifa line change in Sector 7 prior to Reactor 5 mission departure
-) Type B: Missing camera data for Sector 7 scene re-added
-) Type B: Sewer boss cleanup handling of the water treatment machine when KO'd
-) Type B: Reactor 5 boss reduced number of enemies in 2nd wave by 1
-) Disabled PHS from Save Point near Ropeway station when about to meet Cait Sith to prevent softlock
-) Iron Bangle: Materia slot added
-) Hard Mode description updated; EXP given is 1.25x higher rather than 0.5x lower
-) Boss in Great Glacier was using a placeholder model and has been updated to the intended model
-) Gi Nattak: Rekindle set to 1 target instead of all to avoid an issue where he could heal himself with it
-) Issue where Tifa could softlock during movement at the Sector 7 train station on Type B route
-) Conditions for playing Tifa's Piano for Final Heaven extended to include other party leaders (Tifa must be in active party)
-) Rebalancing for a boss fight on Disc 3 (and script/AI stability check)
-) Harpy is now more likely to use Aqualung (chance increases as HP decreases; can only cast Aqualung once)
-) Removed walkmesh deactivation on the dog in the cupboard in Kalm which could result in the character being softlocked if in the wrong place
-) Updated documentation for some erroneous information and leftover notes
-) Enemy Away unequipped from Aeris' starting equipment; this is now placed in Sector 5 Slum (outside entrance to junkyard)
-) Great Glacier: Moved location of Slash-All Materia from Mountain \ trail to Hot Springs area
-) North Crater: Added Comet Materia (only present if it was missed in the Whirlwind Maze)

111
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-11-11 15:13:02 »
Guys I think I'm missing something.

If I use New Threat 1.5 it works straight away but it disable all my graphic and sound mods
if I use New Threat 2.0 it has compatibility issue with cosmo  Memory and disable all my graphic and sound mods as well.

I have only issues with this mod btw everything else work perfectly.

Any help please?



Is cosmo memory that one which adds footsteps or something? I think if it alters the flevel then it isn't compatible with other mods that alter the flevel like this one.

Hey Sega Chief,

I've played the game for a bit in a while. I have the "field music during battles" parameter activated. It works, except for the fanfare when winning a battle. That music still plays.

Could I request that the mod be updated so that "field music during battles" also disables the win fanfare? I'd love for the field music to play uninterrupted when I'm playing. It makes the game quite a bit more immersive.

Thank you!

In case you are not using the latest version of 7th Heaven, I suggest grabbing the latest version. It can be gotten on the program's official page on Github, here:

https://github.com/tsunamods-codes/7th-Heaven/releases



I can probably do that, I think it used to work that way but maybe I've set the battle flags so that fanfare plays by accident. Will rectify.

.

Just to answer some of your questions from before, I'll add something to that superboss (I also need to check it over, there's something wrong with it). Core Materia I think is a Magic Materia with tier3 elemental magic and Cure on it but I've been thinking that its placement renders it a lot less useful by that point so will probably move it.

112
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-10-26 13:53:07 »
2.0 type B soft locked
1. Kalm in one of the building dog is closed behind the door if you open it and enter right away you get soft locked
2. Once getting 200pts in the Rufus Ceremony event near Cargo ship you never get the price and get soft locked
3. After Jenova+Flowergirl fight if you keep Aerith alive and try to Save on switch to CD2 safepoint it softlocks.

btw. I use 7th heaven and a lot of mods if it matters

The dog cupboard has caused a fair number of problems, I'll try and tackle that. The other two are new to me though, I'll investigate.

Hello,

Could someone please give me this list of all changes to the ultimate weapons for each characters?
Thx :)

ps : oh, and is there any skill that break 9999 now ?

They're not hugely different from what I recall; some of the effects like Vincent's Death Penalty got shifted to use something more practical.

I was given the hext recently for breaking 9999 limit but unsure how that will react to UI mods or if it'll display correctly on vanilla without tweaks. Will test it out and see if it can be set as a toggleable option on the IRO.

Just wondering. Do I still need to give the things in North Crater Elixir's or are they ether's ? I am playing NT 2.0 Type B. I am a little confused as to which one I need to feed them because I give them an elixir and they give next to no AP or EXP lol

Also when I do a soft reset on the game and I go back into a fight right after it, I get a black screen and cant do anything so I have to close the game down and open it back up again for it to work properly.

They take Ethers now; they should be asking for that in their battle text, but if they're still asking for Elixirs then I'll sort it out.

Soft-reset is dangerous to use; I'd avoid it if possible if it's available in whatever modding framework you're using. It worked on the PSX version, but the PC version doesn't behave well with it; even Game Over can bring its own problems under certain conditions.

Sega Chief, i'm playing FF7 New Threat 2.0, type B, and its great.

i have 2 non-spoiler questions :


a) can you provide a list of the new materia, like Osmose, because i can't find Osmose and etc. ??
b) is there a reward for beating the superboss, in Northern Crater, because i saw a Youtube video where they said it was glitched, with no reward ??

There should be a list in the documentation download on the first post of this thread which contains a list of items, etc. including Materia (and the new ones).

I think the original implementation was glitched, as in the event didn't work properly; I'll double-check that it's functioning but I don't think there was any reward for it in the end up.

113
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-10-02 13:30:44 »
Thanks for the mod ,but is there any way you could put a damage break limit in the game  to do more than 9999 damage I  remember seeing a mod for this couple years ago ?:)

I think I was given the hext for this recently by someone on Discord; I could maybe add it as a toggle option to the IRO version or something.

114
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-09-20 15:10:54 »
Hi there,

I started playing New Threat yesterday and was loving it, however when I reloaded my save files today (Had one in Slot 1 and one in Slot 2) it seems the game file has reverted to Vanilla. The mod is still on and the option to start a new game in New Threat mode is still working. Any ideas are the files stuck in Vanilla now?

Thanks

When you say reverted to vanilla, do you mean the items, equipment, enemies have reverted to vanilla? It sounds like the flevel/field script is still patched if the nt stuff pops up when hitting New Game. It may be that something was added on that overwrote some of the other files. Is this a 7th heaven or reunion install?

115
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-09-10 09:07:02 »
Thanks.
Some questions/opinions about weapons:
What's with Lightgun and Work Glove having 0 Attack while the other primitive weapons have around 45?
And the MP Ultimate Weapons (Venus Gospel and Premium Heart) are downright TERRIBLE.
At full MP they deal about as much damage as normal weapons with 45 Attack.

The primitive weapons, or Ancient/Joke weapons, all have special quirks to them. The Lightgun I think has a chance to inflict instant-KO and always crits, while the Work Glove carries massive defensive bonuses on it (check the character's stats in menu after equipping it).

I'll look at the performance of the Venus Gospel and Premium Heart.

116
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-09-04 14:22:42 »
How much demand is there for a Windows Store version of the mod? I can't imagine it being strong.

I don't mean to be insensitive, but is it really worth your time to be working on this?

It's usually an idea to try and cover as many versions as possible, but the Windows Store version seems like it'll be a challenge to modify purely because of the write protection on those files (it feels a bit like a mobile app in terms of security). It has some features unique to it, along with some problems too (audio on SFX seems like it's a bit off and I'm not a fan of the AI Upscale they've used or the letterboxing).

Hi,

I noticed a few thing during my playthrough, dunno if these things are on purpose or not.
I play on the steam (French) version, I followed the install instructions (renaming files etc...)

Here are the few things (that might be a bug) I noticed :

Spoiler: show
1st thing, Aeris can use two of Cid's Weapons; Scimitar and Venus Gospel.


Spoiler: show
Silver Chocobo can level up everybody (except Cloud) lvl 99 by renaming the Character with a reagan green -> https://www.youtube.com/watch?v=ElvDqcTP7q0


Spoiler: show
For some reason I didn't get the Ribbon after Ozma battle, maybe it has been removed ?


Aeris was set up to use a couple of Cid's weapons and I moved the weapon models into her files for it; reason being she was a bit short on weapons so having an extra couple helps a bit.

The Lv.99 thing is a new one to me; I'll check it tonight and see what's going on there.

I think Ozma doesn't drop it anymore, Ribbon was made into a one-time drop that you get at the end of Disc 1 if the battle plays out a certain way. I've a plan to add it to a new fight on Disc 3 in the future though so people can finish up their accessory collection.


It would appear that I was not fully ready to dabble in North Crater. I 100% brought piss to a shit fight. Gonna go grind out some of those big-badda-boom weapons and such. God I love this mod.

Oh, just remembered about the secret puzzle solving thing that I won't include spoilers for. But um... how the heck do I get back to some of these areas? Or I remember someone said something about a lot of them being available in the Battle Square. Is that true for all of them?

Furthermore, is there an established Ultimate Weapon bug? I fought him twice and he just... stopped spawning. That or I've been the unluckiest man alive for several hours. I recognize that he can be elusive, but I also don't see Ruby Weapon sticking his grubby mitts out of the ground.

Update: I killed Emerald Weapon and got Masamune, Now Ultimate Weapon showed back up. Idk if I was just EXECPTIONALLY unlucky for over 3 hours or if there was a quest trigger or some such. But for anyone looking for that info, there it is.

Ultimate Weapon is a bit of an elusive one; what he does after each encounter is respawn over the new crater near Junon where you found him initially and then he flies around from there. He won't stop at a location for a long time, so usually you'll need to find him and ram him until he beelines for a destination. It is possible to fly around for a long while and not spot him unfortunately.

Maybe it could be a thing to add an NPC to the Highwind Deck (like a spotter or something) that can trigger battles with Ultimate Weapon and skip the searching part. Unsure how that would impact the flying around part but I reckon it should be fine, a lot of it is done in battle AI I think.

It does show that I have 1 of each when I speak to him, but the dialogue ends immediately after he lists the ingredients.

Ah, it's 7 needles you need; the other ingredients are 1, but it's 7 of the 7778 Needles that's required.

117
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-09-01 14:26:13 »
So I bought the Microsoft store version of the game and with some assistance from Khoral on Discord was able to gain access to the folder (which according to my reading is one of the most protected folders on a windows machine). Inside I was able to find all the files which seem to be the same as the ones used for 1998 and Steam, along with all their language variants including the Japanese ones (very handy find).

However, there seems to be more hurdles. Attempting to modify these files or even replace them with modified variants of the same name is shot down by permissions issues, and it seems there are size limits in there where attempting to add a file will give a warning that there's not enough space within the app's folder to add the file. This means new files would need to be smaller overall than the originals; NT's flevel, you may be surprised to know, is actually smaller than an original default flevel so if a swap can be made then this size limit shouldn't be an issue there; though it will be for the scene.bin and kernel.bin if the size limit is on a per folder basis rather than a general size limit.

So I think a NT version for the Windows store version is going to be depend on whether or not these files can be modified. I'm doing a bit of reading on it right now.

118
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-09-01 13:22:31 »
Ah, yeah, we'd probably run into encoding issues. Wonder how tough that'd be. Well, in any case, we can focus on the English TL for now.

Yeah, I realize this would be a lot of work, I can't 100% say whether or not I'd truly see it through until I get a feel for the workflow and get started, but I'm not a stranger to translating RPGs with massive amounts of text. It'd probably take me quite awhile, but FF7 is timeless, so even if it takes a couple years and perhaps I have to deal with NT version ups, I'd still be willing to sit down and try it.

I'd love it if you could point me to a place to get me started on text insertion, in terms of tools and perhaps any tips/recommended workflows you've developed. Getting off the ground is usually the hardest part so any assistance there would be highly appreciated; then I'd probably be in contact about stuff while I'm working on it...

Like right off the bat I'd have to ask if you can think of any novel/interesting/easy ways to implement translation notes without them being obnoxiously inserted in the middle of a dialogue box. There are a few initial thoughts I have, such as putting an indicator at the end of the line that signals "this line has a TL note"... then either pressing a special button to open new dialogue boxes, or just having an external reference PDF or whatever. Anyways I completely lack any FF7 modding experience so yeah, there's a lot to learn, but that's OK.

The big issue is that text is heavily linked to the game's event scripting. In FF8, text boxes size themselves dynamically but in FF7 they are manually sized so a change to the text itself may require the box to be bigger to accommodate it. The parameters for the text boxes live within the event scripting, so changes to text usually require editing of the text box (unsure if this has been changed as of the latest Makou builds, I remember reading something about that in recent release notes).

Translation notes in a separate window or on button command would require that every field carry some field script to support this. Also, there's a limit of 255 text lines per field, so they'd need to be added sparingly if in their own text entry. The script could be very lightweight, but it'd take time to cover all instances where it needs to be used and may not be practical during scenes where text auto-progresses (for instance, scenes where Movie Frame is used to progress scenes and pausing it isn't a practical option).

First thing to do is touch base with the tools:
Field Script - Makou Reactor: https://forums.qhimm.com/index.php?topic=9658.0 (probably best to start here and leave enemy data/kernel data for now)
Enemy Data - Proud Clod: https://forums.qhimm.com/index.php?topic=8481.0
Kernel Data - Wall Market: https://forums.qhimm.com/index.php?topic=7928.0
(Requires Visual Basic Power Packs 3.0 and perhaps some .DLL registration through Admin CMD window).

There's this tool as well, which can pull out all the text into plain text then re-encode it. I'm unsure if it works with mods as I found it would break on a certain field during extraction: https://forums.qhimm.com/index.php?topic=11944.0

I would recommend testing the insertion step of this tool before committing to translating its output. Do some edits to various fields around the game then test that the re-insertion was successful.


Any progress on this? I would really want to buy this particular version instead of steam all the hassle having another game client/launcher just for one game :-/

Not been able to get info about it, so I'll just buy it now and have a look at it myself.

no. but hopefully that may change :) 

It probably shouldn't be winnable at all, tbh.

Enjyoing 2.0 greatly

Does the
Spoiler: show
mini X-ATM
do anything or is it just a reward for completing the side content?

Also any tips for the
Spoiler: show
KOTR battle?
?

The counters are destroying me. I tried using stop but it only hits very rarely.

I set up barrier/m-barrier and regen and using strong attacks (e.g. omnislash and mimi)

It's just a collection item; there's a couple in there, some from Gold Saucer minigames.

For that battle:
Spoiler: show

So they both have 55k HP; Omega is weak to Bolt, Water, and Earth but will null Bio, Gravity, and halve Wind. He can be Stopped as you've seen, but it's tough to land due to his high level of 119. If you still have Aeris, then Seal Evil is a guaranteed Stop that can be useful here, or perhaps combining Stop with MP Turbo for a better chance (more stars = higher chance). Stop + Quadra Magic can also be a good one if you have it though it'll only be good for a couple of casts.

Shinryu is weak to Wind only, and absorbs Holy. He nulls Gravity & Earth, and halves Bio (he can be poisoned which should be handy as it'll deal 1/32 of his MaxHP per tick). He can also be Slowed which should be done early though this also slows down the rate that poison ticks at.

Both bosses are relatively slow at 76 and 87 speed so if you have a party with fairly high Dex then you can get a nice turn advantage. However, Omega will always counter-attack when struck by an ability and Shinryu will use certain one-off abilities when his HP falls below a certain mark so you'll still need to be careful not to get overwhelmed. Omega counters pretty much anything, so you can avoid taking some damage by avoiding him but Shinryu will also attack Omega which triggers those counters.

There's a lot of nasty attacks flying around so deciding what to guard against will be important. Fire is a good one as it covers two of Omega's attacks, or Holy as Shinryu's biggest attack, Almagest, carries this element. Shoot, Cut, and Hit elements are used frequently by Omega so Armour/Accessories that reduce these are also worth considering. For status ailments, Petrify is used by both bosses so that would be a good one; Confusion and Silence as well so you don't lose a character's input at a crucial time.

So first thing to decide is whether to deal with Shinryu first or deal with Omega first and this may depend on what death counter you want to deal with; when Shinryu dies he'll use Almagest which is a heavy-hitting Holy element attack if Omega is still alive (but will also have used other nasty attacks while his HP falls, such as Lv?? Old which reduces a character's stats to 0 and Zombie Breath which prevents reviving except through the Phoenix summon). Omega, on the other hand, will use Encircle which renders one character inactive for the rest of the battle so you'd only have two characters to finish off Shinryu.

I think what people tend to do is keep Omega locked down with Stop as best they can, deal with Shinryu, and then mop up Omega but may be wrong about that.

To start, I'd try to Slow & Poison Shinryu, and land Stop on Omega with an MP Turbo Stop, Quadra Magic Stop, or Aeris' Seal Evil if that's available. While Omega is stopped, he can't counter-attack at all so that'd be the time to start hitting him with Bolt, Water, and Earth attacks. You can tie these to physical attacks with Elemental, or use weapons with those elements already aspected to them (Cid should have a bunch of these) or just stick with spells like Break.

I'd maybe be wary about committing all 3 characters to attack when dealing with Omega, as his Stop may wear off and you'll suddenly be facing 2-3 counter-attacks + any turns Shinryu or Omega get while that happens. Try attacking with one at a time so the other two can deal with any consequences that come back. You can probably be aggressive when Stop is freshly applied, but after some turns I'd maybe start to hold back a bit.

There's a few things to note with Shinryu as well. First of all, he'll counter limit breaks with Lv?? Flare so be careful about using those against him. At certain HP increments he'll use a special ability: At 4/5s, he'll use Big Guard (you'll want to dispel that ASAP). At 3/5s, he'll use Zombie Breath which renders any character that is KO'd from that point on unable to be revived except through the use of the Phoenix Summon. At 2/5s. he'll use Lv?? Old which reduces the Strength, Magic, Defence, and Magic Defence of one character to 0 (while this can be cleared by KOing and then reviving the character, remember that the Zombie Breath effect is in play by this point). And finally, at 1/5 he'll use Maelstrom which reduces a party member's HP to 1. When he dies, and if Omega is not dead, he'll use Almagest so make sure you're topped up and got MBarrier or Shield up before finishing him off (Sense should work on both of these guys if the .exe is patched so you can track when they're about to die).

Hope that helps.

119
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-08-25 23:32:52 »
Hey Sega, just checkin in to see if you looked into doing a 2.0 vanilla combat?  Just curious if you confirmed it was easy enough and doable to be a thing eventually.

Can put one together, will try to do soon.

After playing previous versions on and off for what is somehow years now, I picked up 2.0 and am really enjoying it, but I've run into an issue where the
Spoiler: show
Weapons Blacksmith won't recognize that I have all the items listed to make the Masamune.
I have all the items, confirmed looking at my inventory, but he just repeats the recipe. Do I need to be approaching with a specific party leader or anything? I'm pre-North Crater/on Disc 3.

I checked the field script and it should just be a case of talking to him while having 1x Murasame in the inventory, 1x Moonstone (from Cosmo Canyon, red xiii's room), 1x Zenogias Plate (from Costa Del Sol house), and 7x 7778 Needles from Cactuers. When the recipe is displayed, does it show you have the required number of items in the recipe's text box or are any not matching what you have in your inventory (for instance do they display 0 instead of 1)?

i'd like to give a little suggestion, the battle square "champion belt" should have a buff, its expensive but its worst than the cheap power wrist, that u can buy with regular gil. Just my 2 cents.

I'll take a look at it.

So this is my first B-type playthrough. I took a look at the SP upgrade screen when I hit Reactor 5. Am I in for some surprises or is there a bug in the names and number of ranks?

The Rank up option is supposed to be hidden until I think Costa Del Sol after clearing the Cargo Ship; I guess the Save Point in Reactor 5's underpass on the Type B playthrough doesn't have that script or something. Character names start off as Cloud/Sephiroth for Cait Sith and Vincent respectively for the flashback then get overwritten later on.

Thank you Sega Chief for your work on creating this mod. I think you have done an incredible job in making one of my favorite story-based games have engaging gameplay as well. It boosts FF7 up from a nostalgia fueled soft recommend to easily one of my favorite games of all time. It's hard for me to overstate how much I love this.

I do have one question, though. I must admit that the translation is not my cup of tea. This isn't due to NT's script changes (I think most of those were handled pretty well), I am simply not a huge fan of some of the character depictions and line TLs in the original FF7 localization. I am aware that you were not going for a re-translation in your work, so I am not appealing to you to do anything about this. However, I am wondering if you would be open to someone else (me) re-translating the script based on the original Japanese text?

I would do a literal, but readable translation focused on accuracy to the original Japanese script. I would base this off of NT 2.0, because I really love NT and I'd prefer to work on this over the original. It would take me some time to complete, as I have a lot going on and I'm a slow translator, but I would like to take a crack at it. I think it would be appealing to people who prefer scripts that lean less towards localization, as well as perhaps to the handful of people out there that do FF7 character analysis in the western world, as they'd have a source to reference which is closer to the original writing (I'd probably release the whole script in some plain text file too). But again I must stress, this would be mainly for people who prefer less localized TLs when actually playing.
In the process, if no one else is working on it, I'd probably also "translate" NT to Japanese, aka stick all the original FF7 lines into NT and then translate the NT-specific stuff into Japanese.

In my experience, literal translations of Japanese media are a really touchy subject to some, so I want to make a couple things extra clear: I love your work on the game, and the script, and I am not trying in any way to detract from that. The NT additions to the dialogue are fitting and appropriate given their context and I think you executed it well. Secondly, this is not my first rodeo, I come from the old fansubbing world and I've done significant work on some other game hack TLs in the past.

Anyways, I've already taken a look at some of the other translation projects for NT to different languages and I think they are cool, I would basically be mimic'ing their workflow.
Oh, I almost forgot to mention, my work would focus on New Threat Type A clearly, as it is the one with the Japanese source text to look at.

(hell yes, vp2 is the best game ever, man)

I think I'm supposed to be making a version of NT with The Reunion's translation work transplanted into it, but I'd personally find a literal translation from the Japanese quite interesting so if you're wanting to do that then I can offer assistance with tools or questions if needed. A Japanese version of NT would be really interesting as well, but I feel I should warn you that either project would likely be a lot of work. The game contains a lot of text and it'd be a big time commitment to see even one project like that through let alone two.

I'm not sure how things would work with getting a japanese character set into the game though, mind. There are Japanese releases for FF7 on PC (Japanese Steam has one for instance) but I've never gotten the opportunity to have a look at the files for them.

120
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-08-09 11:43:00 »
its 2.0, in 7th heaven iro, so ok, going to wait the update

I'll see if I can get the update out during the week.

Thank you so much for this! I was able to get Aeris back and also get Tifa's limit break.  I now cannot find Aeris' 4th limit break when it says it is in the mansion.  Also Cait Sith is now named as "cloud" after I brought Aeris back.  I don't care about Cait Sith's name being messed up but really was hoping I could still get Aeris' final limit break.

If that occurred with Cait Sith then it's likely an older version of the mod; are you using the latest 2.0.991 build? During the Zack flashback, the name is changed temporarily but this turned out to cause problems so it was removed in version 2.0997.

If the Zack flashback is completed before using that debug toggle for Aeris then her Lv.4 Limit Break becomes unobtainable as the scene can't be triggered again.

I received cloud's before I "activated" aeris again using the debug guy on the ship so I am probably out of luck? no other cutscene triggers down there.  Yea I double checked and the scene will not trigger again so it looks like I am out of luck on the Great Gospel.  Sega Chief is there any way this can be patched in so we are still able to retrieve her limit break if we finish Cloud's omnislash quest before re-activating Aeris using the debug guy on the airship?

I'll have a look at it but if it's more complex than throwing some var toggles in then I'll leave it.

Hello

Is it possible to play it on MS Store version of FF7 for pc or is it original 98' or Steam versions only and there is no way and future plan to support windows store edition?

I don't own the windows store version, but I heard from someone that the files were obfuscated in some way similar to the FF8 Remaster. I'll ask around and see what the story with that version is format-wise.

:(

thanks for that explanation.  that's too bad aww i got so far into end game only to found out now-

what else was in 1.5 that's not in 2.0 other than junon leagues/dark cave?  those 2 are really big attractions that got me interested i wonder why they'r not in 2.0

regardless i just wanna say 2.0 is really great, challenging enough and interesting changes to mix things up, gameplay wise so interestingly adjusted hard to see myself ever going back to vanilla


I think they were a bit gimmicky; we already have battle square so junon leagues was just a variant of that without the reels. Dark Cave was a sidequest that got hammered together and didn't really go anywhere (a lot of the scripts for it were converted for Type B's Midgar).

121
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-08-01 11:32:57 »
At the Rocket Town's Launch Pad area, you can find it under a tree on the left side of the screen.

Yeah, but I think that screen becomes inaccessible after the rocket launch.

I really appreciate the fast responses here.  I have a few more questions.  I still do not have Aeris back in my party...am I able to bring her back? Also I am having issues finding Barret's ultimate weapon from that scorpion boss that it is showing in the notepad file.  Also, is there a way to farm ribbons? I tried morphing a master tonberry but only got an aegis armlet.  I also cannot seem to get Tifa's Final Heaven limit break after playing the piano multiple times correctly.  I did select "jam on it" and did play it correctly in the flashback and got the elemental materia.  She is also in my party.  Is there something else I must do? Basically just need Tifa's limit break, Barret's ultimate weapon and find a way to bring aeris back if possible.

Edit: I found the boss for Barret's weapon but it seems like my game is bugged where I cannot get final heaven.  Also still cannot find the long range materia in Rocket Town and I cannot get back to the launch pad.  I am going to halt my game here until I get confirmation from Sega Chief.  If I somehow messed up getting Aeris back and being able to obtain Tifa's Final Heaven I may just restart at some point later down the road....this is a bit frustrating.

So For Final Heaven, you may need to swap to Tifa as party leader (this is done through the Operations Room on the Highwind, a new NPC standing on the right; this NPC appears after the party has reached the bottom of North Crater and then returned).

Spoiler: show
For Aeris, this is handled by a dialogue choice in 1.5 where the 2nd option keeps her around and in 2.0 is handled within the battle against Jenova-LIFE itself, where midway she'll be revived by the boss and attack the party; if she survives the battle then she'll stick around, if not the party gets a Ribbon accessory instead (currently the only one that exists within the mod). However, there's a way around it; on the Highwind is an NPC that acts as a kind of debug scripts guy to fix save files when bugs occur, etc. He has a toggle switch to put Aeris back in the party. He's the one walking around near the black-robed merchant on the Highwind near the Save Point.


"That'll be the executable that isn't patched, which covers a loose assortment of things one of which is the Limit Breaks. Are you playing through 7th Heaven, Reunion, or the stand-alone installer?"

7th heaven



Edit:
Just to be clear

Mindblow is damaging MP and inflicting Confuse+Berserk, scales with MAG

So, my game is alright?

I've made a mistake, I read the MP-damage part and assumed it wasn't patched. Is this 1.5 or 2.0? I'll need to adjust it to inflict damage instead of MP damage.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-07-31 13:15:58 »
Hi, I tried this mod for FFVII, and I got to say that is awesome, thanks for all your good work.

But I think something is wrong with the hard mode in new threat v2.0:

In hard mode, enemies are suppose to give less XP than in standard mode, but I get just the opposite, in standard mode I receive less XP than in hard.

Besides, some enemies spawn at less level than in standard mode.

I receive 0 gil at hard mode, is the only thing that I think is working well.

Why do you think is happening me this?


I made some adjustments in a recent patch to boost EXP given rather than reducing it, think it's 20% extra or so, but the gil given is still 0'd. It's likely that I haven't updated the documentation with this change.

im having a blast for the second time with this mod. But im not sure that my game is patched 100% correct. Barret limit break Mindblow is not damaging  HP, just MP, and inflicting berserk and confuse. Why in  the description it says that scales with MAG? So, more MAG = more MP damage?

That'll be the executable that isn't patched, which covers a loose assortment of things one of which is the Limit Breaks. Are you playing through 7th Heaven, Reunion, or the stand-alone installer?

Just want to say I am LOVING this mod as it feels like a totally new game.  I do have a question though....are there missable items/gear? I know alot of things can be stolen/morphed but are all of these items able to be picked up somewhere else as well? Also I believe  I missed a 1/35 soldier in midgar...will I be able to go back at some point to get this? Biggest thing that turns me off in games is when I feel like I need to follow a guide to get everything on the first go.  Keep up the great work!

I've tried to make everything unmissable, and I adjusted the 1/35 soldier item placements to also be unmissable. The Item & Materia placements document in the documentation folder (can be downloaded from front post of this thread) has their new updated locations listed at the bottom.

Hi Sega Chief, just want to say the fight vs Jenova Life is amazing!
I love the update compared to ver1.5, this mod is awesome.

Cheers; I think that fight throws people for a loop a little bit.

I am near the end of the game (just got to the crater) and I still do not have the long range materia.  apparently i missed this in rocket town? where is this located now?

It's given as one of the rewards for turning in the 3 items to the Kalm Traveller (I think the Earth Harp one), or if not that then it's part of the 3-item bonus for turning in all 3 items. I'll place it down somewhere and replace it here.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-07-26 09:04:49 »
Sega, a million thanks for the amazing mod! I just wanted to ask a question, I am playing type b at the moment and missed the matra enemy skill from the Sample opt enemy. I managed to get laser but it seems that I killed them too fast to have them attack me with matra. Is there any other way to get it? Thank you!

You can get it from a Custom Sweeper in Midgar area of the World Map (dark wasteland areas rather than the grass areas).

Hi, this is awesome! My thanks.

I may have found an unintended opportunity? In the flashback, I arrived at the rope bridge and went back. Shinra soldiers and a gray panther told me the place was off limits. Seph killed them w Bahamut and Cloud wondered if Shinra had beaten them there. Probably they were meant for later.

They're intended for later, yeah; the condition hiding them probably only deals with the panning shot when the flashback group is making their way to the rope bridge so that'll need to be modified so they don't appear at all during the flashback.

124
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-07-21 15:37:49 »
Sorry to bring up an old subject but can this still be obtained by morphing tonberry's in 2.0 ?

I just did the thing and now wondering if I should go back or not  :-\

(Yes I restarted for the third time this month I really do enjoy this mod...)

I'm afraid not; but it's given me an idea. It'll be obtainable in the next patch on Disc 3.

Hi Sega Chief, you are right, I think I enabled Misc. catalog which has Jessie Mod enabled (https://imgur.com/1fl7Ieg).
In the elevator where Jessie Mod supposed to trigger, I did not really recruit her but the script clash still happens.
After I disable it, Biggs no longer appear, but the gate is still closed.

I actually need to restart a new fresh new game again for it to fix.

Thank you for your prompt response, I really appreciate it, keep up the amazing work my man.   

I'll need to add it to the mod's XML to restrict it, or maybe add some sort of contingency for it to the actual field script. Thanks for testing it out.

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I'm no expert on how the models/lighting etc. work but you mentioned that you were guessing that lighting wasn't being applied additively to Cloud's PC field model textures, and I think I can confirm that this is the case.

Opening Cloud's PC field model in Kimera, there are a few groups assigned to polygons to display the textures for his right eye, left eye, and mouth. They use no blending mode (where the options are Average, Additive, Substractive, Unknown, and None):


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