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Messages - Sega Chief

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176
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« on: 2021-04-28 08:05:20 »
Hello, I'm having trouble finding the Magic Plus and Added Effect materia listed as being located in the Great Glacier in the doc. I've found all the spots in Vanilla where there are items. I figured it wouldn't hurt to ask you first rather than hunting in every single screen.

Magic Plus should be in the middle area, the tree trunk bridge screen (there's also something else here blocking the bridge midway so you may need to circle around unless you have some greens/nuts).


Added Effect is in one of the far-west areas:


I'm unsure of the 2nd location, but have circled where I think it is along with the tree bridge screen:


177
General Discussion / Re: Help Please
« on: 2021-04-27 15:18:46 »
I would go with Gjoerulv's hardcore mod for exact story + much harder bosses. If you try that one, then I recommend spending a bit of time in Reactor 1 scouting around and gathering up stuff as the mod has a lot of new items available on enemies that can be very useful (that and you'll want some healing stuff to deal with the boss as I tend to find the potions given at the start don't quite last the battle).

178
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« on: 2021-04-26 11:09:34 »
Thank you for your quick answer! Guess I've done the most  :'(
When I visit Wall Market with Cid it just shoots 🤣
But thank you! I guess I can go in to the cave and beat sephi!
Then proceed with 1.5!
Again thanks for your hard work! Keep it up! ♡

I would try Cloud as party leader there instead; maybe it was changed and I forgot about it. I think the script will add Tifa and Cid to the party when it's activated as Cloud.

179
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« on: 2021-04-25 14:52:04 »
Hi SegaChief,

At first I want to thank you for this awesome mod! :D
I have a question.
Do you have a list of the sidequests?
I switched to Cid as partyleader but I have no idea what to do.
I don't want to miss a thing.
I guess I'm playing type B? (2.0)
Again, thank you so much! ;D

Most stuff unlocks after going to bottom of north crater then coming back but sounds like you've already done that if party leader swap was unlocked. There's not as much as in 1.5, but here it all is:
Spoiler: show

Cloud: Visit the Shinra Mansion basement (as in vanilla)

Barret: Visit him in Kalm's Weapon Shop (Marlene will also be there). You can also head up to Mt. Corel's Reactor with him in the party (to reach the area with the thing in it, use the stairs from the previous train-track screen to get to it).

Red XIII: Visit Bugenhagen and you'll get a key that unlocks the Cave of the Gi again; head through it with him in the party (or add using PHS at the save point toward the end).

Cait Sith: Head for the Temple of the Ancients ruins

Yuffie: The Pagoda has a rematch, and then that should allow access to the Sacred Fire Cave by dropping Leviathan's Scales Key Item

Cid: Visit the broken automated shop in Wall Market (needs to be party leader but unsure)

Great Glacier: Open the map and head for the middle area (looks like a tree trunk bridge). You'll find a Silver Chocobo here; try feeding it different types of Greens and Nuts.

Shinra Mansion: There's a piano in one of the side rooms that's actually functional (though some keys are duds). Play the same theme you'd play on Tifa's Piano (bit trickier to play by ear due to the dud keys) and something may happen.

Mythril Mines: In a backroom there's a black-cape NPC; if you find all 1/35 soldiers he'll give you a unique Materia


Usual stuff from base game also applies: Materia Caves, Battle Square's Special Battle, Kalm Traveller, etc.

180
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« on: 2021-04-23 16:31:13 »
The front page of the forum has a link to it, but I'll post here as well. Make sure to follow the instructions in the Rules channel to make the FF7 channel visible:
https://discord.com/invite/fyE2Vk2

181
Releases / Re: Aavock UI 1:1Remastered
« on: 2021-04-22 23:19:06 »
Sega Chief, I've actually gone back to the standalone New Threat along with the standalone Satsuki's install, along with the canary build of FFNx. I did not have this issue with The Reunion, but that had Satsuki's version 4 which didn't have the UI and Avatar mods. Also gonna post this image, thought it was just a difficulty challenge with New Threat, but looking at it now, it might be a glitch.

Actually for your standalone, is it just in ./data/menu? You know looking at my data directory, I'm not seeing .tex files. Does your standalone include them?

Also, in my .toml, I have the direct path set to "SYWV5/direct". If that makes a difference. Sega Chief, only files for your mod went to the data folder, which I backed up beforehand, and the exe patch that you did. I patched out the cd check from that.

Edit: On another note, isn't Tifa amazing guys? Lol! Kicks so much ass!

The stand-alone has it, but it's stored in an archive within Menu called menu_us.lgp along with the other files that are used for the menus. Reunion reads these files 'loose' when they're in a direct folder, but what the game usually does is read them all from packed archives so the stand-alone NT installer just patches the archive file instead.

What's probably happening is that the Direct patching of other mods is overriding what's in the menu_us.lgp that the NT stand-alone installer is patching, so the button icons I've added there are being lost. The problem with stand-alone installers is that they tend to be much less compatible with each other so I reckon you're going to see a bunch of menu and UI bugs if using them together.

182
Releases / Re: Aavock UI 1:1Remastered
« on: 2021-04-22 22:32:30 »
Here you go. This was exactly the issue I was talking about. See how the buttons are color coded, but they're wonky? That's it.



Wait so what exactly is the problem? Aavock, did you figure it out?

The NT Mod should come with a texture file that alters some texture sheets so that button icons are displayed instead of the native PC icons in the screenshot. I guess they seem to have been lost somehow in that particular install (quick test of NT on Reunion and they seem to coming through). In the New_Threat_2.0/Direct/Menu folder there should be a bunch of .tex files (should probably also move discussion of this over to the NT thread).

183
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« on: 2021-04-22 21:57:10 »
excuse me im quite confused. for play the NT mod classical way with some additiona stuff i need play game A or B?

Type A.

another thing: sorry for double post

I noticed in documentation says Steal materia is in the sewers, but i found  one at the shop right after 1st mission ended and i accepted tifa in party. Is that correct? or is not installed correctly the mod? (i use 7th heaven one)

https://imgur.com/iItufI7


On the other hand i humbly propose a reowrk:
as per your documentationof a Magic-focused build.

I propose to put Summon stacking their power over Spirit, instead of magic. This will make the "summoner" archetype class that is more interested in stacking spirit instead of magic to pump a little his damage with summons and, on the other sides, not fighting with pure casters archetype over materias/items with mag stats.
 
this is wrong. Mbarrier become very weak spell considering many non elemental spell bypass it already , at least make it so that reduce summon damage by small amount (like 20%)

this si too much RNG. make it so that when cloud defends and get critted, it counters with 2x or 4x. on all other cases he counters with deathblow
this one i do not get... we already have throw materia...

sorry for wall of text, great mod and keep on going! :D

Yeah you can buy it early in Sector 7's Materia shop if you want to start bringing in stuff from Reactor 5 and the Slums.

Do you mean making Summons use the Spirit stat instead of the Magic stat to get their damage output? I think I did tinker with the restorative formula at one point to try and have it point at the Spirit stat instead of Magic but it didn't make it in.

Summons ignoring MBarrier is to do with Restorative formula being changed to also ignore MBarrier (was a very common complaint back in the day that MBarrier was blocking healing and pushing people away from using it altogether). So unfortunately summons are tied to this.

I don't think I can set it to check for a critical hit, and it'd be quite a rare proc in a lot of cases.

Yuffie's innate doesn't use up a weapon when it triggers, so it's basically a strong counter-attack with some variation in it depending on which weapon gets chosen to be thrown. Throw on the other hand will expend a weapon when used.

Halp. Mod crashes after fight as Zack on Disc 2 in Nibelheim. Fresh mod install on fresh FF7 via executable.

Are you Kazenai on Discord? Can proceed with debugging on the NT channel in there, it's a bit easier for conversations.

184
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« on: 2021-04-18 21:57:52 »
Hey I was just wondering, I'm playing on type B, and the Sample never used Matra Magic, is it missable? I waited and defended multiple turns and it was never used, laser was though. It kinda sucks cause now theres not much early game AoE besides all materia which is locked to 1 use at the moment.

You can get Matra from the Custom Sweepers in the Midgar world map (wasteland areas).

Hi, i'm about 4 hours into the mod (loving it btw, this is so fun, on version 2.0.96) and I ran into an issue where I am not gaining gil, and I don't know why.

Edit: Turns out hard mode was turned on from the start and that was causing it, all good now.

Sorry about that.

Quick question. After beating the final boss is it possible to leave that sequence to get back to the normal game? Since you can save right before the fight you're basically stuck fighting the final boss over and over again.

Yeah could do that if you want; I'll add a save after the Safer fight and this will reload you to the point of no return when used.

Hey, having fun with 2.0.97, but have a couple bugs to report

Firstly I had a weird bug after resetting one time where as soon as I got back to the NEW GAME/continue? screen it dumped me into the same fight with default characters (Ex-SOLDIER, Tifa, Barret, all with starting stats). When I reset again and tried to reload my save all of the character icons in my memory file were blank (fixed by quitting out and restarting)

Music died (not sure what caused it) and I think this may have caused a bug with the practice event for the Rufus send off - when it came to the part where Cloud is supposed to show his big finish, everyone just stood around and I had to reset.

1/35 soldier in Cosmo Canyon at top of Observatory reappeared after I'd already picked it up (I didn't pick it up a second time so I don't know what happens if you do)

Have been playing with Added Cut+Deathblow on Cloud (equipped with Hardedge, Edincoat/Gold Armlet, Power Wrist/Protect Vest) and Deathblow has literally never missed. Neither his accuracy nor luck are particularly high so I don't think this is working as intended.

Cait Sith starts with about double HP of other characters? Is this intentional? I thought it might be to compensate for coming in late, and because I haven't been using the SP system, but then Vincent comes in with 800, so now I'm not so sure.

That's all I can think of - nothing too major but thought I'd flag them in case anyone else is experiencing similar. Cheers for keeping the game so well updated!

The PC game didn't have a soft-reset function natively (think this has been added into Reunion, maybe FFNx as well unsure) but it sounds like it's maybe not 100% stable. A problem with the PC game, and you've maybe seen this in the yuffie warp glitch, is that memory doesn't get completely refreshed when going from the game to the New Game/Continue screens.

For the music dying, do you have any music mods installed? Like that new Cosmo mod?

Cait Sith intentionally starts with a much higher base HP, it levels out and starts to match the others as levels increase but it's there as a kind of early-game extra crutch for him.


185
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« on: 2021-04-16 15:08:19 »
Sega Chief,

Just tried out your newest version. Still having that crash in the Zack flashback. Same thing in notepad++.

APP.log
Code: [Select]
[00022969] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/battle/seffect1_13.png
[00022969] INFO: Image load time: 0.004359
[00022969] INFO: Image load time (total): 4.226893
[00022973] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/battle/seffect1_14.png
[00022973] INFO: Image load time: 0.004749
[00022973] INFO: Image load time (total): 4.231642
[00024153] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/magic/LENS02_01.png
[00024153] INFO: Image load time: 0.003703
[00024153] INFO: Image load time (total): 4.235345
[00024153] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/magic/LENS01_02.png
[00024153] INFO: Image load time: 0.002514
[00024153] INFO: Image load time (total): 4.237859
[00024153] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/magic/LENS02_03.png
[00024153] INFO: Image load time: 0.003782
[00024153] INFO: Image load time (total): 4.241642
[00024153] TRACE: PERSONAL TEXTURE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Texture/magic/LENS02_04.png
[00024153] INFO: Image load time: 0.003248
[00024153] INFO: Image load time (total): 4.244889
[00026370] [BATTLE] End of current battle
[00026370] [BATTLE] next battle
[00026374] TRACE: PERSONAL FILE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Direct/scene.bin (mode 0)
[00026379] ERROR: COULD NOT CHANGE TO DIRECTORY SOH
[00026379] ERROR: COULD NOT CHANGE TO DIRECTORY SOH
[00026381] TRACE: *** Exception 0xc0000005, address 0x5c401d ***
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at , address 0x3578302073736572
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at , address 0x3578302073736572
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at , address 0x3578302073736572
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at , address 0x3578302073736572
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at , address 0x3578302073736572
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at , address 0x3578302073736572
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at , address 0x3578302073736572
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\DDRAW.dll
[00026381] TRACE: at GetMuteStatus, address 0x5005b124
[00026381] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00026381] TRACE: at GetMuteStatus, address 0x5005b124
[00026381] TRACE: in C:\Windows\System32\KERNEL32.DLL
[00026381] TRACE: at BaseThreadInitThunk, address 0x75530400
[00026381] TRACE: in C:\Windows\SYSTEM32\ntdll.dll
[00026381] TRACE: at RtlGetAppContainerNamedObjectPath, address 0x77e47400
[00026381] TRACE: in C:\Windows\SYSTEM32\ntdll.dll
[00026381] TRACE: at RtlGetAppContainerNamedObjectPath, address 0x77e47400
[00026381] UNEXPECTED: ExceptionHandler: crash while running another ExceptionHandler. Exiting.

I'll ask the Reunion author about it. From an earlier post you mention getting this while running FFNx, so it'll be worthwhile if I install that and try it out through that to see if I can replicate the crash.

Edit: I gave FFNx a whirl (the stable build) and the scene seems to be functioning as intended on there; I sent a PM with a scene.bin for a test I want to do.

186
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« on: 2021-04-16 09:48:38 »
Hello again, I got the new update and the save points in Kalm and Fort Condor are still behaving strangely. Kalm only toggles to "Off" and Fort Condor only toggles to "On"

My problem of not being able to turn off Hard Mode seems to be fixed as I can toggle it at least at Cosmo Canyon (the only other crystal I've tried at the time of writing this.) And starting a new game and choosing Standard difficulty seems to be working correctly. I only tried the first battle and got gil from it.

I'll look at those save points again.

very minor bug wee bug regards 35th soldier (infinate) can be got from bugenhagen's observatory (v 2.096).

Will sort out.

187
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
« on: 2021-04-15 23:34:15 »
Here's a media fire link: https://www.mediafire.com/file/fn8zoww6mvno2ue/save00.ff7/file

According to my 7th Heaven I have v.2.096 

I do have it set to auto update and started playing the mod earlier in April (the first weekend, can't remember which day exactly). Also I downloaded your mod from this forum probably a week earlier in late March. I'm not sure this info is helpful at all lol.

Thanks again for your help. Your version of FF7 is like *chef's kiss* You've improved so many things from the original. The way you've made certain materia and items available earlier (like why don't Tifa and Yuffie come equipped with Deathblow and Sneak Glove in the original...it makes so much character archetype and gameplay sense)

Also I'm super fond of the Soulslike approach where weapons aren't just pure upgrades from the previous ones but instead have a different...flavor I guess is a good word.

Not to mention how active you are in the maintenance of it.

Amazing work (OMG YOU HAVE A PATREON TAKE MY MONEY)
 

Found the issue:

There were two save points, one in Kalm and one in Fort Condor, that had a opcode to set hard mode to on after the toggle. Not sure why, but I've removed them. Also, the new game was still not set up right as it would turn hard mode on when selecting standard when it was supposed to turn it off. Quite lucky that I went to Fort Condor to test this out or I wouldn't have caught it.

In any case, probably no need to adjust the save file now. When the 2.097 patch goes up you'll be able to toggle it properly at a save point.

Edit: Patch is up

Code: [Select]
v2.097
*) Lowered HP and Defences for a Crater enemy
*) Fixed a missing teleport jump for the Kalm Save Point when using the SP System
*) Removed some rename OpCodes from the Zack Flashback
*) Removed some Hard Mode flags from Condor and Kalm save points
*) Fixed New Game turning Hard Mode on when selecting standard difficulty

Edit: Not sure why, but 7h's catalog is pulling through the 2.096 version (or listing it as 2.096) though I checked the google drive and it's definitely the 2.097 version that's up + linked in the pastebin that handles the catalog. Maybe a cache thing that'll sort itself. In the meantime, the IRO can be downloaded and imported manually from the link on the first post.

188
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
« on: 2021-04-15 13:36:20 »
So Sega Chief, do you think you'll be able to fix that flashback crash? If you want any more information, I can try to take a look. I really wanted to see that in its conclusion.

My plan is to remove the rename opcodes (they're not really needed anymore) but beyond that not sure what the exact cause would be. I actually did my entire 2.0 testing and development on a Reunion install but never encountered a crash there + there's not been a report for that issue since the mod came out so it must be something that's surfaced fairly recently. Beyond having an app.log there's not much else info-wise to glean except for info on other things installed like maybe FFNx for instance, or perhaps there's been some new modification to Reunion that I'm unaware of that's caused a conflict of some kind in the .exe. I reckon removing the opcodes will do the trick though, whatever it is.

Thanks for the reply. How should I send you the save file? Every time I click the PM button it keeps sending me to an error page. Also it just seemed to randomly switch into Hardmode while I was on the world map. I'd made it through all the story up to the Temple of the Ancients earning gil and then it randomly stopped.

Qhimm Forums has this anti-bot thing where new users need to have posts approved manually (for x number of posts, unsure how many) and I think PM is locked until a certain number of posts as well. A link should do it, like mediafire or MEGA.nz or whatever file upload thingie you want to use. Discord too can do it; Sega Chief#6338 (or look for me on Qhimm Discord).

Was this random toggling thing happening on the new build (v2.0.96)? Or are you still on the v2.0.94 build?

189
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
« on: 2021-04-14 20:53:31 »
Code: [Select]
[quote author=TheDrifter363 link=topic=14938.msg284523#msg284523 date=1618391439]
Yeah the only thing in my notepad++ it says after change directory is SOH. No idea what that means. It's also in special text.

Also I found some other issues. When fast forwarding, the game tends to crash. It only does that when your mod is loaded. Otherwise it runs fine with The Reunion.

Edit: Oh yeah forgot to mention that! The Kalm save point SP smile man is glitched. You don't get teleported back. Well there you go! Lol.
[/quote]

The kalm one was reported just recently by a youtube comment so I've covered that in the files for the new patch. Fast-forward I don't think I'll be able to do much about, I can only guess at the cause. May just be that it can fall over sometimes depending on how that fast-forward was implemented and what script it's accelerating.

[quote author=garlar link=topic=14938.msg284526#msg284526 date=1618406509]
Hello, I've encountered a glitch where it seems like Hard Mode has permanently switched to on. I can't toggle it at save points, no matter how many times I click it it always says On, and it doesn't matter which of my saves I load. I've even tried starting a new game and even then I wasn't earning gil from battles.

Any help will be greatly appreciated, I'm only at the Temple of the Ancients and I'm very excited to play the rest :3
[/quote]

In the 2.0.95 build the hard mode switch is set to on from new game by mistake (corrected in the 2.0.96 patch). I was hoping that the toggle at save points would work with pre-existing save files but it sounds like that's not the case. I can manually toggle it if you send the save file to me.

[quote author=Danstorm1 link=topic=14938.msg284529#msg284529 date=1618425946]
I have a question, I picked up a new computer recently and was wondering if this works with a cloud save? Like If i had a NT save on one comp and can access the save from another will it work properly?
[/quote]

It should do, so long as the save file is for the same build (for instance a NT 2.0 save should only be used with NT 2.0; the game won't break if using, say, a 1.5 save file with 2.0 but there will be unforeseen consequences that come with that as the vars I use for 2.0's events and stuff were re-done for the most part).

But I have seen that Cloud saves can disappear over the years with multiple users so if possible I'd make a backup of your saves if you can as a safeguard.

[quote author=Killamox link=topic=14938.msg284530#msg284530 date=1618430151]
 This is the 1.5 build.
[/quote]

1.5 build has a ill-guided attempt at preserving people's Materia by changing the 'make character unavailable' to 'lock in PHS' but I made a hash of it and seems it leaves characters locked when it shouldn't. I think a save editor can sort it out, that or proceeding down to the bottom of North Crater should sort it out (but save editor would likely be a better idea; if on Steam version, then back up save files first just in case and only make edits while FF7 Launcher is open).

190
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
« on: 2021-04-14 08:52:40 »
Code: [Select]
[quote author=Reggie Nintendo link=topic=14938.msg284518#msg284518 date=1618329677]
In retrospect, I actually don't mind its use of Dispel since it forces you to manage buffs more carefully. Again, my biggest gripe is how spongy/tanky the boss is. A character with 255 MAtk using Pearl + MP Turbo does around 1700-1800 damage per cast. Physical attacks with Holy-Elemental do similar damage but less than half my attacks managed to connect because of its high physical evasion. Albeit, I was using Tifa with Premium Heart as my physical attacker, which doesn't have 255 Attack%, but I was still surprised by how often she was missing. KOTR does around 1800-2000 per hit for a total of ~25000 per cast. Obviously the deterrent for using KOTR is the tentacle counterattacks, which is where Peerless comes in handy. You can usually cast KOTR 4-8 times using W-Summon + Mime before the boss uses Dispel (assuming you have 2 casters). That's enough damage to get rid of the tentacles, at which point Peerless becomes unnecessary.

Since the boss has over 200,000 HP, fighting it without KOTR will take quite a while. If the intended strat is to rely on KOTR (from Master Summon to allow for infinite casts) + Peerless, then it's pretty much fine as is. If the intended strat is to use other sources of damage, then I would recommend reducing some combination of its HP, Defense, and Evasion.

Of course, this is just my opinion after fighting it a few times so take it with a grain of salt. Hopefully as other people fight this boss, you can get some other perspectives.
[/quote]

The goal was to try and push people away from KOTR (that's why the things counter-attack, as a deterrent against AOE spells). The evasion you'd want to buff up the Luck stat to land luck-based critical hits which ignore all physical evasion (chance is Luck/4 so max it can be is 60ish%). Defences you can weather away a bit with Cloud's Braver or Climhazzard and the Fire spells, or perhaps swap over to the Comet spell. I'd probably stick with Comet until a couple of Limits have landed then swap over to Pearl. I'll reduce the HP to 144k or something.

[quote author=TheDrifter363 link=topic=14938.msg284521#msg284521 date=1618387955]
Hey Sega Chief,

I'm using The Reunion version of your mod, and I'm having an issue after the [spoiler]Zack[/spoiler] fight. It's after I win. The game just crashes. I had this issue using ffnx also, so I'm thinking it might have to do with your mod. Any ideas? I'll submit the crash logs and stuff.

Edit: Also the fight uses the [spoiler]cloud model.[/spoiler]
[00023091] INFO: Image load time: 0.003658
[00023091] INFO: Image load time (total): 4.053149
[00023620] [BATTLE] End of current battle
[00023620] [BATTLE] next battle
[00023624] TRACE: PERSONAL FILE - D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\The_Reunion/CUSTOM/New_Threat_2.0/Direct/scene.bin (mode 0)
[00023629] ERROR: COULD NOT CHANGE TO DIRECTORY 
[00023629] ERROR: COULD NOT CHANGE TO DIRECTORY 
[00023631] TRACE: *** Exception 0xc0000005, address 0x5c401d ***
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at , address 0x3578302073736572
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at , address 0x3578302073736572
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at , address 0x3578302073736572
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at , address 0x3578302073736572
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at , address 0x3578302073736572
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at , address 0x3578302073736572
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at , address 0x3578302073736572
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\DDRAW.dll
[00023631] TRACE: at GetMuteStatus, address 0x5005b124
[00023631] TRACE: in D:\Software\Games\PC\Steam\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[00023631] TRACE: at GetMuteStatus, address 0x5005b124
[00023631] TRACE: in C:\Windows\System32\KERNEL32.DLL
[00023631] TRACE: at BaseThreadInitThunk, address 0x75530400
[00023631] TRACE: in C:\Windows\SYSTEM32\ntdll.dll
[00023631] TRACE: at RtlGetAppContainerNamedObjectPath, address 0x77e47400
[00023631] TRACE: in C:\Windows\SYSTEM32\ntdll.dll
[00023631] TRACE: at RtlGetAppContainerNamedObjectPath, address 0x77e47400
[00023631] UNEXPECTED: ExceptionHandler: crash while running another ExceptionHandler. Exiting.
[/quote]

Cloud model is intended, as only 7th Heaven can swap files while the game is running. However, unsure what the crash would be. 'Could not change to Directory' isn't something I've seen in the app.log before. Right after the battle opcode there's two opcodes to change Cloud's name back and for Cait Sith as well (due to a quirk where naming Cloud will also rename Cait Sith as he occupies the Young Cloud spot). No other real special script handling in there so I have to assume it's this causing the issue. I need to fix an issue with the Kalm Save Point not warping back from the SP room so I'll try removing these rename lines while I'm at it.

Hello love the mod. I ran into an issue after leaving Northern Crater where several of my party members are locked out. I'm unable to select them one forming a party. It appears to be the party members I sent in the other direction when first exploring Northern Crater. Any way I can fix this?

Is this the 1.5 build or 2.0 build?

191
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
« on: 2021-04-13 10:11:49 »
To be fair, the boss casts Dispel so often that you can't really rely on it. I guess you could have it counter Great Gospel/Gospel Spark with Dispel immediately if you don't want players to use it. I did manage to beat it again without KOTR or Peerless. I basically spammed Pearl with W-Magic + Mime and had a high defense Cover tank with Barrier protecting the party. It ended up taking a long time though (about 30 minutes) - the boss has too much HP, imo.

If it uses Dispel too often then I can adjust that.

I've recently started a new type A game using version 2.095 and I've noticed that I am not receiving gil as a reward from any of the fights. I've played up to Aerith's house and not yet seen any gil drop. Is this by design or am I looking at a bug/mod conflict?

There was an oversight where the Hard Mode flag was the wrong way round when starting a new game; I upped a hotfix (2.096) to fix it. You can toggle Hard Mode off at a save point though to avoid having to restart.

192
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.95)
« on: 2021-04-12 14:48:11 »
Hey Sega Chief. I just wanted to thank you for all the work you put into this mod. Playing through it was like re-experiencing the game for the first time.

It looks like your latest patch finally opened up the silver chocobo secret...

Spoiler: show
I think the calamity is a very cool idea for a secret boss. Definitely a tough fight that I probably wouldn't have been able to beat if I didn't resort to KOTR spam + peerless. You really have to get lucky with it not casting Dispel right away so you can get rid of the tentacles. It's also the only boss I ever had to equip a Peace Ring for lol. I do feel that its high HP and the fact that the tentacles counter every attack somewhat limits the strategies you can use. I thought having someone with 100% cover + Mystile might work but these things have crazy high hit%. Also, for such a tough boss, winning the fight is pretty anticlimactic. Do you have any plans of adding a new scene after the battle or an alternate ending of some kind?


Once again, this mod is a blast and I'm looking forward to 2.1. I think I'll try arrange mode in the meantime.

Ah damn, I forgot about Peerless; ah well.

hardmode / noexp bug still exists in at least reactor1. will check rest area's later on thats on typeb and typea checked.


Might be that I forgot to set the new flags for game start or something. No need to check the other areas, I'll check it.

Edit: Yeah, the Hard Mode flag at New Game is the wrong way round. Tested it out after making the change and it all seems to be working as intended including the No EXP flag. Will update the files today.

Edit2: Patch is up. Hard Mode should be correctly configured when starting a New Game now.

Hey there.

So I came from a generation of gamers that did NOT play the original FF7. I bought the Steam version after I finished playing FF7 Remake. What finally convinced me to try the original is because I want to know what's next in terms of story and because of the plethora of mods here in Qhimm.

I just got done installing a couple of mods using 7th Heaven. Mostly graphical to update the more outdated textures. And now I'm looking for some gameplay improvement. Seeing as I have no knowledge of how the game works, my question is: would you guys recommend for my first time playing with NT 2.0 installed?

Right now, I'm mostly interested in the cut and restored dialogue to complete the experience. Would you guys recommend NT 1.5 Vanilla Combat and finish the game and try out NT 2.0 after? Or screw it and go full NT 2.0?

Thanks for the advice. Cheers.

I would recommend playing the original first; the text has slight alterations between the PS1 game and its PC port but nothing major so either works fine. The NT mod, however, has some stuff in it that I think would potentially interfere with a first-time playthrough (including the vanilla combat version) so if you do decide to go for that then just be forewarned on that.

Gameplay-wise, I'm unsure. I think it depends on what you like; as an RPG, FF7's game progression is quite streamlined so it's good for people who want to pick up and play, not so good for the more detail-oriented RPG fan (but again, depends; people can like both styles). It's often said to be easy, but that's a bit misleading. It has its fair share of hard-hitting bosses and 'spikes', and has some of its balancing done around the old 'hide the thing' model to help sell strategy guides and helpline calls (maybe the latter was more a 16-bit console era thing, but you know what I mean).

193
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-04-11 21:34:23 »
Thanks Sega Chief for the great mod and others for your help!

I recently reached the mr smiles and was able to distribute source points to everyone in my party...except for red 13. When I visit a save point it says that he has 255/200 but I never get a prompt to spend SP on him and him alone. I am using the 7th heaven mod manager and I do have other mods active, all of which are cosmetic. Is there something I am missing here? Has anyone else run into this issue and is there a known mod conflict that causes this problem?

Sounds like 1.5, I guess the var has been set wrong somehow. Did you change versions or use an older version save file at any point? Was the build you're using from here or from NGPlus.net?

Hello there. I'm currently playing the New Threat Mod for the second time and ran into a little problem: Each and every time I start the mod my sound settings and my Gamepad settings are set back to default. Is there a quick way to fix that?

Also something strange: The Osmose Spell in my game is called Death. Not really bugging me, but worth a mention.

I think 7th Heaven (if you're using that) overrides the config on start up so you'll need to specify your own controls there and it'll apply them to the game every time it runs. Same for the sound settings.

If Osmose is called Death then it means the kernel2.bin isn't patched. If you're using Bonez' spell names mod then make sure to select the NT compatibility option for it.

***

Patch is up, but it's not 2.1; it's 2.095 reason being there were no new fights added like Extra Battle just yet. However, it does have a number of fixes for long-standing issues like the toggles for hard mode, music, etc. Hard Mode itself had its parameters altered.

For this particular patch, I think that games which are in progress can use the new flags without incident but I would recommend saving the game into a separate slot beforehand in case of issues.

Code: [Select]
v2.095
*) Toggle flags for Hard mode, Battle Music, and No EXP fixed
*) Hard Mode: Parameters adjusted
*) Moved Tifa dialogue boxes in old woman's house in Under Junon
*) Removed a 17th Field model from Junon Parade
*) Tifa & Cid were invisible when entering the Slums Park on Type B
*) Reference to Type A events removed from Type B Wall Market
*) 1/35 Soldier in Midgar Raid was giving Vaccine instead of the item
*) Yuffie Innate text updated in-game and in documentation
*) Ahriman in North Crater now carries the Mustard Bomb enemy skill (Manipulate)
*) Mt. Nibel Flashback, Fountain SFX wasn't being played
*) Name change function on a certain Chocobo disabled for Cloud, Cait, and Vincent
*) Magic Counter in Desert Prison was hidden on Type B
*) Grimguard (Forgotten City, canyon in the back) now carries Javelin as a Steal
*) Guard Ring & Relic Ring Steal location corrected in documentation
*) Changed Mideel Materia shop inventory (post-collapse) to keep Osmose available
*) Risk Ring added as a Morph to Goblin enemy (Goblin Islands)
*) Four Slots added as a Steal to Ying enemy (Shinra Mansion Basement)
*) Reactor 5 Type B boss downtuned
*) OPTs in Underwater Reactor boss downtuned
*) Carry Armour: Counter chance on torso halved for each HP increment
*) Cargo Ship: Sound issue where ladders/invisible alpha cancelled sea spray SFX
*) Nerosuferoth: AI mistake caused Beak attack to be unreachable
*) Sector 7 Slums: Typo after picking up Sense Materia
*) Contact flag handler added for character in Junon Weapon Raid
*) Sephiroth & Young Cloud erroneously made unequippable during the Nibelheim Flashback
*) Adjusted Mako Cannon scene script that was locked to Type A only
*) North Crater script fixed
*) Gold Saucer: Save Point at Battle Square was set to disable PHS before entering Desert Prison
*) 1/35 Soldiers: Placements of permanently missable soldiers adjusted to be unmissable
*) Ruby Weapon: Corrected Bolt weakness to Earth weakness
*) X-Attack now exchanged for Desert Rose
*) Long Range now part of the 3 Materia set for completing Kalm Traveller sidequest

Also, a big thanks to the following for donations:
M.B, A.B, K.C, and V.A

194
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-26 22:23:59 »
Hi I have a question.

In the 1.5 mod, when going down into the northern crater and splitting the party.  The first bit I choose for everyone to go down except for Tifa, this leads to some memebers being unselectable (i forget who at the moment).

In the next split I split in the following way:

Cloud - Down
Barret - Down
Red XIII - Up
Yuffie - Up
Cait Sith - Down
Vincent - Down
Aerith - Down
Cid - Up.

Then when it makes me chose a party all party members but Vincent are unselectable meaning I cannot make a party of 3 and continue?

Any idea whats going on here?

It's a bug introduced when trying to tackle an issue where materia is unequipped when characters are locked by PHS. I think if you send everyone the same way that should avoid the issue.

How is 2.1 coming along Sega, I heard you were working on it some time ago ? Much love as always !!!

Almost there.

Yo, Segachief.

Any chance of summoning you over to the FFVIII:Remastered board and modding?
How bout a New Threat for FFVIII:R or "New SeeD", it's dead over there with no gameplay mode alternatives for FFVIII...  :-X

I don't know how FF8 remastered modding works, I think there's a demaster patch for it or something.

Been having a blast playing this but have encountered few infuriating things. These happened during B play mode. The worst being Cloud being ejected from the party at Battle Square if you do the special battle as Tifa partyleading. Cant throw Cloud back into the party via PHS so im stuck with only 2 characters in my party. I can probably get him back with the party leader exchange thing but still, muh battle points. Few other bugs too but they werent too bad like character field models getting stuck on screen during shinra building escape cutscene which doesnt affect gameplay at all, it just looks odd.

Question about teleport spell. I dont think anyone used it during vanilla ff7 playthroughs so dont know if this is mod related or not but using teleport spell and escaping battle that way has an odd effect in the next battle. The person who cast the teleport spell can act twice for some reason, its like it retains the last battles atb and with some luck you can get your atb bar full, attack or do whatever you want before it resets again and if dex is high enough or battle speed at max you can execute another command right after. The atb bar charges during the characters attack. Like I said, I have no idea is this mod related or has it always been like that. Im only using this NT mod so there shouldnt be any conflicts between the mods.

Thanks SegaChief for the mod, its great. Cant wait to start tackling Weapons and the hidden bosses !

In 2.0, Battle Points should persist when leaving Gold Saucer so there's no penalty for leaving and coming back. As for that bug with Cloud getting removed, I'll look into sorting it out.

Not heard of field models persisting on the screen for that FMV before; were there any other mods on there, like FMV mods or FFNX? There weren't really any scripting changes for how the scene leading into that FMV was handled.

Escape has a weird bug from vanilla (maybe exclusive to PC) where it seems to mess around with the ATB gauge. Didn't know it could be used to get two early turns though.

Hello ! I wanted to thank you for this wonderful mod! I've been doing vanilla countless time on playstation 1 and this mod feels really refreshing to play !
I've been doing the 4 secrets from the chocobo and managed to unlock them all by changing the item required for secret #2 (the 4 save point reads Awoken). I've been looking around in the game trying to find what's changed but I didn't found anything.
Did I missed something or is the reward (?) not implemented yet ?

Anyway great work ! Thanks again !

Not sure what you mean by changing the item needed; I'd check it again once Patch 2.1 is out, there was a flaw in the script.

Thanks a lot for this mod, im really enjoying the content and the rebalance its on point. Quick question, where can you get the 1/35 soldier in gold saucer? The txt says sub price 5. Do i have to play the submarine minigame? i have been playing the laser mini game because its where you got it in the og version but i already got the umbrella and the cactuar gun and i only received ethers after. Sorry if anyone asked already i cant find the answer.

It's one of the submarine minigame prizes; there's different levels to beat each with their own item (though functionally the levels feel the same).

What's good Satsuki? Lol. I just spoke to someone at the 7th heaven board. I can't use a mod application that requires admin access. It'll mess up my setup man. All of my games and applications must run without admin privileges.

So I was gonna reply to you about your advice. I tried it, renamed ff7.e.exe to ff7.exe. Rename ff7_en.exe to ff7_en.exe.backup. Seems like new threat adds a disc check when it modifies the 98 executable. That suuuucks. It's what I was trying to ask Sega Chief about. When he modifies the steam executable, there's no such problem. I don't wanna have to mount an iso just to play my games. It's why I prefer no-cd cracks.

Satsuki, so I had to use your older graphics pack that didn't include the 98 executables.

Wait so now you're saying I can still use the steam exe with your 5.30? I don't have to use your 98 executables. Huh....that's a good idea. I wouldn't have to downgrade either. I already have a backup solution, using syncthing, for the saves, which do end up deleting here and there. I've lost a big of progress once.

Thanks dude. I'll check it out. I'm gonna wait for Sega Chief to respond, to see what he's doing when he modifies the 98 executables. Is he including a disc check? No idea these mods had anti piracy built into them. Sucks. I hate disc checks.

NT's installer doesn't add the disc check to the 1998 .exe, and it also doesn't circumvent that check either; all the installer does is change some things like extending the Sense limit from 30,000HP to 65,000HP and other general gameplay stuff. Some modding platforms bypass the disc check or automate it like 7th Heaven and Reunion.

Hey Sega Chief,

Someone has been making brand new fields by completely altering existing fields. The author recently made new fields for the sewers under Corneo's mansion.

I thought this could be of use for you in the future for New Threat Game Type B. If the author keeps making new fields like this, I think it'd be neat of New Threat could incorporate some of them for Type B.
Just an idea. Think about it!

Yeah I saw the video on the discord; it's a cool idea to get around the task of making new walkmeshes. I'm on the fence about adding new field screens though.

Hey Sega Chief !

A huge thanks to you for the mod, I'm a FF7 enthousiast and the NT mod is by far my favorite mod. I went from NT 1.4 (almost finished) and I played a bit of 1.5 but due to lack of time, I couldn't play every part of it.
I got really excited when I saw the release of 2.0. I'll give some feedbacks about my overall experience, hoping that it can help you on polishing the mod in future releases. Also I have some questions as well regarding the mod, but I'll put all in spoilers to avoid ruining others' experience of the game, just in case. In any case, thanks a lot for your hard work, I'm gonna do a donation.

Spoiler: show

Story :
I went Type B for more novelty. I currently am near the end, I just have to go in the depths of the crater, terminus being already reached.
The midgar part was largely different and I appreciated small details such as Cloud having his butt in flames instead of Wedge. I was surprised that sector 7 wasn't destroyed at all too. So I guessed that we could come back there later on, leading to more quests or story. But in fact, I couldn't ever reach sector 7 at all. Weird part is that the character doesn't even show in the place where the giant gate leading to Sector 7 is, the gate isn't destroyed though.
It was also fun to see that Rude is the trouble maker instead of Reno, but it didn't matter at all as I advanced to the story. It was awkward that there isn't any battle against them in the entrance of Gongaga but instead we get to fight a robot (I think) in the reactor to get Titan. Reno wasn't even introduced I think.
After getting out of Midgar, I felt like I mostly played the normal FF7 so I guessed it was experimental. I think I'll replay it in Type A next time until Type B gets more polished, to finish I loved the small bits of cut-scenes you added when you try to retrieve ultimate weapons and lv4 limits. QoL skipping parts are really useful, especially when I had to retry multiple times due to crashes or save files that I crushed by accident... But I can confirm that I had fun discovering differences between vanilla and NT (Tseng battle for example was fun).

Gameplay :
The many balance changes you brough up are really cool ! The whole system is on another level of depth, equiping materias and gear feels even more impactful than before. I guess it was to compensate from the sources being removed and replaced by the SP system. I believe in the 1.4 we had 8 upgrades instead of 4 now.
Balancing is overall a success in my opinion, spells feel more situational to use and given the new effects added to some materia, they are definitely satisfying to use. For example, the E.Skill Laser helped a lot throughout the game since it ignores Defence (Pagoda battles for exemple). It made the game challenging enough without being completely too hard to just drop the game).

But they some things I wish it would work in a another way. For example, I wish Esuna would heal from Dual Drain given the great cost of it. Also, why do we get X-cut by beating Weapons ? Almost every hard content, if not all is done at the end of it too. Long range too, I don't feel it added much especially at this point, it was even removed in 1.4 if I remember right. I guess W-cut could either evolve into X-cut like in the vanilla, or get it before beating Weapons would be nice.
I also had fun maxing as many Counter Attack materias as I could, I was wondering why my character would counter as much as it had materias equipped. A mastered materia doesn't give 100% chance of counter attack ?

As for the ultimate weapons, they feel underwhelming to use, especially Red XIII's, I would not use it at all and use Masamume instead. Scaling with limits are a bad idea imo as you can't use attack commands (Slash-All and X-cut too)...
Missing-Score damage formula nerf is not really justified given that most "AP needy" materias are actually already mastered, KotR, Quadra Magic for example. So it did felt underwhelming to use.
And Masamune, oh boy, it is me or it is way too overpowered ? it has 75 base damage, auto-crits and it ignores defence ?? I literally annihilated Weapons and Ozma in a few hits, dealing 9k+ damage per hit while 3k with the ultimate weapon instead. Maybe a nerf would be justified. Or maybe buffs for ultimate weapons instead, most of them have 0 base damage, which drastically lowers the damage output and doesn't feel rewarding to obtain them at the end.
I also recall that in 1.4, ultimate weapons were crafted instead of dropped on bosses. Was there a reason to remove the crafting part ?

I feel like there's also less content than in 1.5, there's no longer the round-robin battles in junon, or the funny Dark Cave quest for example. I loved that quest so I felt really sad when it got removed. Not that the current content is lackluster though. I currently have 60+ hours according to the save file, it is actually 80+ since I accidentally crushed my files multiple files. Speedhacks helped me to catch up to be honest.

Others :
I think the documentation isn't updated at some points, for example, it is said that Riibbon could be obtained by defeating 4*? (Ozma I guess), yet I obtained an item called 4*? instead (4*? is actually 4 times the interrogation point, but it is automatically converted to ????) .
I wish the 1/35 soldiers could be obtainable in a another way when missed.
I played Hard mode up until I went out of Midgar, it automatically swiched back to Normal difficulty in the World Map. I though you could get gils from Field battles but I realized that when I reached Costa Del Sol.
I encountered some bugs, I think it is not related to the mod but it did cost me some time :
  • Some random crashes when switching screens from time to time, in a rapid succession
  • If Barret has W-cut and Enemy Launcher equipped, sometimes Barrets get stuck between the first and second attack, game can be paused but since he's stuck, the game cannot continue. It was annoying because Enemy Launcher has Slash-All and Triple materia growth
  • Casting Ultima with Quadra Magic leads to Emerald being frozen if it has his eyes opened, like Barret in the previous point, making Ultima difficult to abuse

More questions :
Regarding the 4*? item, what is it it's use ? I though of this item with that mysterious place where there are 4 inert save points in the crater (where you get Ultima). In the menu I can see that the item becomes usable, I try to use and the the screen fades to black and comes back to normal, that's all. It's like I just quit that place and came back again. Given that they are 4 inert save points, I guess there are 4 things to do before it becomes non inert anymore. Then I thought about that Chocobo in the Glacier, if you give a specific nut (I think), it tells you a creepy text :

Trapped in the sand: HEAD WALK CAST MUTE (1)
Forgotten in a house: DAZE FOR KEY CARDS (2)
Sealed in buried rock: GIVE SPECTRAL BILE LUCK (3)
Whirling in winds: HERO KING DROWNED IN WOE (4)

Not gonna lie, it freaked me out. I think 1 and 2 are respectively Ruby and Ozma but I can't guess which bosses are refered with 3 and 4. Emerald doesn't seem to match any of them as well. I probably missed something, I'm persuaded that it is linked to that mysterious place with these save points. When those 4 bosses are defeated, I can use the item and something should happen, right? I'd like some clarifications, maybe I'm totally wrong.

In all cases, I look forward updates on the mod, since it's so great to live that game again !



Type B is a bit half-baked but I'll revisit it at some point in the future, maybe after FF8 NT is done; I don't want to put anything else in front of getting that FF8 mod done if I can help it.

I try to split statuses up to spell effects and status ailments; so Remedy/Esuna will heal ailments, Dispel will deal with spell effects. It's currently treated as a spell effect to work counter to regen so it's under Dispel, but I guess it could shift over to Esuna instead. I kind of treat it like an ailment at times when I'm putting it onto an attack, like Poison.

It was mentioned a few times now that having 4x-Cut locked behind Ruby & Emerald Weapons, which are currently the highest scaled encounters, makes it a feel a bit useless so I'll move it elsewhere or something. And I'll change the prize stuff so that long range is replaced with something else.

Counter Materia max at 50%, though they have a higher starting rate which makes the lower level counter materia more useful. Just a balancing thing.

I can review ultimate weapons if they're not up to par. Crafting thing was removed because I always kind of thought of it as a nuisance.

There is less stuff on Disc 3 compared to 1.5; I was kind of just trying to streamline things and remove stuff that I looked at as bloat. I never really polished up the junon leagues or the dark cave sidequest.

I think I've corrected the documentation for 2.1, also the 1/35s are moving to non-missable areas which should be compatible with save files of any progression. The hard mode bug (and with switches in general, like the field music option) have also been cleared up in the upcoming patch. Unsure about the field switching thing, were any other mods on? The barret thing was in 1.5, but I assumed that was to do with the global flag rather than slash-all; if that's the case I'll need to set Enemy Launcher to work like the guns and be toggleable. And finally, the quad-ultima glitch is in base game (for PC) I believe. It's do with MP Absorb also being on there or something.

I'll go into more detail about the secret once the patch is up. Maybe.

Hello!

Playing for the first time on the latest version and I seem to have made a mistake with regards to Source Points. I did not read the instructions properly and after selecting upgrades I left the menu and just sort of assumed the upgrades went through. I now know how dumb of me that was and I was wondering if there is a way to reset Source Points? If not at least everything else will be a meaty challenge. :wink:

There isn't I'm afraid, but you can allocate the missing source points using a save editor as Sources are tracked separately to actual stats making them easy to modify.


***

Sorry for lack of activity, I'll have the 2.1 patch up during the weekend. Got a few things to sort out that were reported.

195
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-15 09:36:35 »
Having played 1.5 quite a while ago, I'm so glad to see that you've continued working on this mod since then!

A little initial feedback: I'm pretty early on in the run but the edits in Type B are pretty jarring. Much of the cut content appears to be cut just to be different, which is fine - that's the point of Type B, after all - but the replacement content is substantially less in depth and not fully integrated. Some examples:

1. The Reactor 5 Airbuster encounter is removed in favor of a fight against 3+4 basic "SOLDIER 3rd" enemies (in fact, they are used as random encounters in the Shinra building less than 30 minutes later). And the Rufus + Dark Nation fight is also removed in favor of fighting this same grunt (renamed "COMMANDO" but functionally identical, it seems) 1 on 1. These feel like placeholder changes. 

2. The dress up section in Wall Mart is removed in favor of four grunt mob fights referencing the FF7: Remake Corneo Arena. This eliminates a lot of very iconic Wall Market content with no real replacement because this is basically just four random battles intercut with a few lines of ported-over jokey FF7: Remake dialog. I know we've all done this part a million times so maybe this was intended as a QOL improvement, but it might have been nice to require that you get some Key Items in order to enter the arena, however (maybe a few slightly different things need doing in order to get an Entry Pass?). I don't know, it again felt like a placeholder edit, and it was bizarre having so many memorable moments such as the squat competition, the Honey Bee Inn and the Don Corneo's mansion interior segment removed in favor of a handful of random encounters.

3. The Sector 7 plate is never dropped, which results in the cutting of a great deal of content (such as the Reno boss fight, the death of the minor AVALANCHE characters, and Elmyra's exposition regarding Aeris' past), and nothing replaces it. I found this change really confusing because it undercuts much of the gravitas of the Midgar section (Shinra's evilness and, to a degree, the party's motivation, is GREATLY diminished by this), leaves out critical details/foreshadowing regarding Aeris, and renders quite a few dialog lines nonsensical (for example, Barret talks about "reforming" AVALANCHE - but aren't Jessie, Biggs and Wedge alive?). More problematically, several NPCs actually directly reference the plate being dropped still, including two which show up immediately after exiting Midgar (in Kalm).

I assume these issues (and a few lesser ones I didn't include) exist because 2.0 is still a WIP, but I felt compelled to note them because NT 1.5 Arrange had an absolutely INCREDIBLE amount of polish. In fact, NT 1.5 Arrange is, to me, the definitive version of the game, adding tons of new content, cleaning up what was already there (such as the integration of Yuffie more cleanly into Kalm), etc., and I still play it from time to time.

I really don't want this to be taken as just a guy complaining - you are doing an amazing (and unpaid!!) service for every single fan of FF7 by working on this mod and I am grateful beyond words - but I thought maybe you'd like a little feedback. Please feel free to ignore me, of course!!  :-D :-D :-D

It is definitely inferior to the regular story progression, but it was just aiming to be novelty more than anything else. It was done after I'd finished the build shortly before the mod released and some things were missed (dialogue references to normal story events) or not considered (Reno's first appearance is missing and a change in Gongaga's encounter means he's mostly AWOL)..

I wouldn't consider Arrange from 1.5 overly polished, I think every build so far including 2.0 has more than its share of rough edges, but it's nice of you to say all the same. If the Type B changes prove too distracting then could be worth jumping over to Type A instead.

Sweet thank you! I'll keep going then :p
Also is there a missable item guide that you're aware off? I couldn't find one.
I've left a small donation for your hard work. Wishing you all the best.

Cheers, appreciate it.

There is some documentation that lists item locations which can downloaded from the front page of the thread. 1/35 soldiers are currently missable but I've set up new locations for them in the upcoming patch that will make them retrievable and which will be compatible with saves of any progress as they use the same var triggers (except for the ones that replaced pre-existing chests/items, but I've added checks to handle those).

196
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-13 23:33:33 »
How much harder is this game on New Threat normal for everyone?  I'm only on the second reactor but am considering updating to Hard Mode.  Also its a little confusing checking to see whether Hard Mode is active or not since when you toggle it on it says "Hard Mode: On" (in the little battle cutaway upon selecting) but then proceeds to say "Hard Mode: Off" right after-- so i'm not sure whether it did anything.

Sounds like it's bugged; the in-battle message is the correct one though, the field message must have gotten desynched from it somehow. In the next patch that whole thing is getting revamped so there's no battle toggle needed, it's a bit messy.

Hello! First of all thank you for the mod, I hadn't played FF7 for at least a decade and it's a blast to have enhanced difficulty as I recall the vanilla game to be pretty easy. With the limited options you have early the game was quite challenging up to now (not hard, but definitely challenging). I am amazed by what the modding community has done with this game and you guys have my utmost respect for the work you're doing out of passion for this game we all love.

I have done several vanilla playthrough already so I went for option B to experience the story with a few twists and MORE BOSSES (YAY!). So far I am at the very beginning, I just finished the Midgar section a few minutes ago and had to take a break to come here for information.
 
I am pretty concerned by one thing, it seems a huge part of Midgar was just... cut?
I never had to enter the Honey Bee and do the whole crossdressing thing which I remember was quite funny. Instead I just had to fight a couple of easy monsters to get to Don Corneo. I never had the plot part where Shinra wants to drop the plate onto section 7 instead we just head on straight to the Shinra HQ.
It's been a long time I haven't played the game so I don't remember every part in detail but I'm certain a big part of content got cut there. Also there was the mayor riddle for the pass in the Shinra HQ that just had "BEST" as every possible answer, not just an option to skip it for the best result, it was the ONLY option possible (I can appreciate having the option to skip it but it was just weird not having the choice of doing it the legit way)

As I understand it the option B is supposed to change some story events and I was very happy with it. I was actually excited to see what you would come up with but now i'm just afraid that i'm playing a "speedrun" version with less story but more bosses.
It is great to have more bosses as hunting all the weapons was my favorite part of late game FF7 and I love a long, strategic boss battle. (BTW what's the deal with the meca one shooting your party in Shinra HQ, are you actually supposed to beat that thing?)

Anyway before going further into the game and with the least spoilers as possible I would like to know if I only have to expect cut story content from NT type B or if it actually CHANGE the way the story unfold. If it is the former I am going to have to restart a type A playthrough. Too bad for the extra bosses (Seriously a bummer, I was looking forward to fighting new bosses) but I was expecting more/different content, not less from reading the in game description at the start.

I want to apologize if my comment feel too critical or anything. That is not my intention. I understand that everyone is not looking for the same things in games and it's a good thing. It's just that, for me, the story is the most critical part of a Final Fantasy game and I started playing NT expecting a twist on the game, not a shorter version of it. Now I'm just worried I wasted 4 hours playing the speedrun version of the game instead of just starting a regular type A playthrough.
 
Sorry for any grammar/spelling error, English is a second language. Keep up the good work.

The Midgar part is a bit more drastically different than the rest of it is on Type B, so you'll pretty much have all the story events going forward.

197
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-09 23:58:18 »
so Segachief

Regarding the special battles content:

so as far as ideas. is there a way to code in a "mirror match"? where you legitimately fight your your own team? its probably way difficult to code something like that but its a thought. or i mean maybe just some semblance of how your active team would function? an aerith clone would likely be a mage build (unless it was built for slum drunk lmao). a cloud clone generally does physical but can go magic attacker, barrets a tank.....vincent would be all about transformations....lol. idk. ideas lol.

Kinda, but it'd take up a lot of space and it wouldn't be able to accurately match your current party comp as enemy model IDs are statically defined. The Yellow Materia cave has something akin to this in any case.

how about maybe something like a boss rush of jenova's various forms? :)
alternatively sorta miss dark cave - boss rush of midgar bosses ? :)


how about maybe something like a boss rush of jenova's various forms? :)
alternatively sorta miss dark cave - boss rush of midgar bosses ? :)


I'll try to add something.

So I've played through both Mode A and Mode B (Got every item minus a few) and its probably the best mod ive played in a long time. I have a few questions though.

1. What does the Dark Matter do? I can't find a use for it.

2. Where can you get the Heroes Medal and Ribbon? In the item location guide it just says defeat ???? and i defeated that secret boss in Shinra Mansion from the piano.

3. Also speaking of the boss from the Shinra Mansion, what does the item ???? do that you get from that boss?

Thank you, Great mod and ill keep an eye on this page  :)

Ah, seems the documentation was out of date on that one. The Hero Medal was renamed to the ???? item you got from the Shinra Mansion boss.

Dark Matter appears to be unused from what I can see; it used to be a material for crafting Ultimate Weapons but this system was dropped from 2.0.

The Ribbon can only be acquired from one place, the boss battle at the end of Disc 1 if
Spoiler: show
Aeris doesn't survive the battle.

198
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-07 00:24:24 »
Uh... soooo type b 2.0.... just got to where I could unlock chocobo races,  spent some time killing things near model with a bunch of fire materia on chars with intent to sell for nice profit shortly in midel.   Ever since I left after selling the fire materia for a nice 1.3 mill profit, I haven't had a single encounter.  Double checked enemy away materia is definitely not on.  Tried reequpting it a few times and taking off to no avail.  Something has seemingly permanently turned encounters off 😂   normally not a big deal butttt I kinda need to find chocobos  lol.  It did crash 3 times total tonight as well

curious if perhaps u maybe of clicked a key combination which would turn off random encounters (FFnX) driver via 7th heaven v2.x has that ability.

Let me know if it was this; if not (and if a reload didn't sort it) I'll check into it.


Hey, so I beat the game on Type B and replaying Type A now.
I believe one charge for all summons isn't gonna work for a full game that is not an abridged-playthrough.

https://finalfantasy.fandom.com/wiki/Summon_Materia_(Final_Fantasy_VII)

At least set it so that summons can be 5 charges for Type A Mode, else New Threat would not be friendly for normal player.
Especially with Emerald and Ruby weapons in standard game, there's no way in hell anyone can defeat them without using cheats and not level 99.
The summon commandcounter-mime trick requires you to be attacked to counter with the summon, and you can't do any other actions except wait to use the same mime action... (and if vs. Ruby Weapon, ur dead after 1-2 hits, can't keep miming... without having to heal in between...)
And this 1-charge setup forces the trick in order to summon more than once.

(You could maybe change it to 5 charges for ChocoMog, Ifrit, Shiva, and Ramuh; 4 for Titan, Odin, Leviathan, and Bahamut;
3 for Kjata, Alexander, Typhon, and Neo-Bahamut; 2 for Phoenix, Hades, and Bahamut ZERO; and 1 for Knights of the Round, on Type B.)
_______________

In Type B Mode, the Golden Chocobo can be obtained easier, that means KoTR on disc 2. (turn off all mods temporarily before entering so the materia caves don't crash.) However, KoTR only has 1 charge... which makes the great WEAPONS impossible without the mod that allows invincibility.

With the classic 5 charges, you can't use KotR until late disc2 anyway, and with high MP cost, noone really uses more than 2 charges,
with this current setup, even if you're on disc3 and there's enough MP, you still can't use more than 1... of any summon.
It forces a player to have to obtain all summons before getting Master Summon for the possible multiple charges, and by the time someone gets all summons, it's already almost end game. It's very limiting and counterproductive.
_______________

Next conflict, the altered locations of the materia placements are very odd in early game and late game. (except for the unchanged ones like Alexander)
For instance, why put HP-Absorb in the restroom in the slum, (a ghetto joke?) (and it's on both modes too)

HP-Absorb is late disc1 or disc2 in Wutai iirc, having it at very-early game is kind of op yet ineffective, and why in the bathroom...?
Are there no other dignified locations to place it?

And then, in Type B, Ultima Magic is right before final boss... So a player would have to backtrack all the way up from the end of the Northern Crater if they'd just want to roam in the world map testing out Ultima or do side quests...
Why not switch Ultima's placement (in the green glowing area in Northern Crater) with Pearl, and have Ultima materia appear earlier;
with that it would make more sense lore-wise to have a Holy magic like Pearl appearing right before the final boss.
_______________

Also, gone is the thrill of grinding 2x-attack into 4x-attack,
you'd have to farm everything until the end and manage to beat the two great WEAPONS in order to get 4x-attack.
By then however, there is really no point for it, because at that time for the most part, there's only... final boss left.
And players already have had turned on invincible cheat with NT in order to beat those two WEAPONS, lol...

Moreover, if players have to cheat to beat the WEAPONS, they're not going to need the multiple charges on summons, and it defeats the purpose of that Master Summon's multi-charges exclusivity in the first place.

So yea, it's like a series of loops that screws itself...
Just constructive feedback for polishing because I really liked the mod and it has great potential. Hopefully these things are solved in the next release...
_______________

- No monster has ever used Trine in the whole game in TYPE B, except one in the Battle Arena.
- If possible, Flash should be reworked to do [a percentage of high dmg and/or k.o. while sacrificing character HP to do it, like "Darkside" in FF8]
Currently Flash is supposed to only work on weak monsters during random encounters... (if the character with Flash equipped would attack first to even use it) (and if most players don't already have Enemy Away materia equipped while going through non-grindable areas, lol... and in grindable areas, the current Flash don't work.) x_x

Finally, the cheapening of entry costs in-game by a whole decimal screws the finance-scarcity-challenge quite a bit, you just took away one zero from the big fees iirc.



Very strange feedback.

You don't need to be Lv.99 and invincible to beat Ruby and Emerald. I think you're focusing too hard on Summons (and the strategies that would ordinarily be used on the original Ruby + Emerald) and it's distracting you from other aspects of how you set up your party and the like.

There were some bonus placements of Materia and equipment put throughout the game into locations not ordinarily visited but I needed to be careful about what was placed in order to avoid breaking the balance. HP Absorb is one of these Materia that you could put in early on where it can be useful without disrupting that balance. There was no particular significance to putting it in the bathroom in Johnny's house, it's just a location where it's out of the way, not immediately visible, and would only be found if you were exploring.

Ultima sits at the end of its path in a room that has a striking visual effect that I felt would be a good location to put one of the strongest spells (as far as base power goes). Pearl appears a screen or two earlier on its route, but is that really significant? As far as utility goes, Ultima should be great for Bizarro (and Jenova Synthesis on Type A) while Pearl has an element advantage but will be blocked during Safer's 'flying' phase. They also both sit in the same locations on Type A and Type B; there's no difference in location for them (or at least there shouldn't be).

I'll have a think about 4x-Cut but I'll need to see how rewards for things as they stand can be shuffled about. I probably won't be putting it back with 2x-Cut Materia though.

I'll add Trine to be used somewhere on a boss or whatever in Type B if it hasn't been already so it can be learned roughly where it's learned on Type A.

Flash could do with a rework but I don't know where it's command data is kept to modify it. A Darkside effect would be nice but probably take a fair bit to create. I think if it could be made to deal damage in some way then that would at least be a step in the right direction. I got some use out of Flash by keeping it on a character and throwing it out against any mob groups that had a few weak to KO but it would definitely be better if it could be reworked somehow.

I considered going back to the original entry values for things like the Gold Saucer ticket, etc. but decided not to in the end.

there is no need to cheat :) nor even actually use witem glitch at lvl7 type b hard mode play through :)

i think the the single usage summons are good,  there is ways around the single usages, such as magcounter-summon cmdcounter-mime being equipped in that order.
the mime will still succed.

Flash works on some powerful enemies in game. good example is to use to level up some AP (if wish to) grinding is not really required.
Spoiler: show
Moovers suspectable to death is one, alongside a couple of bosses flash is superuseful in grindable area in the hatercy at northern crater


love the idea of 'darkside' :)

Well it's nice to see someone got some use out of Flash.

Wait so the extra bosses in the battle arena are no more 0.o...?   Oh noeee I was really looking forward to them lol... aww :(

I was going to drop it for the new patch (I'd planned to bring back Extra Battle but I've been stuck for ideas) but I'll add it in and put 1 match in it for now. Was supposed to be 3 but I couldn't think of 2 new ones.

199
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-03 23:04:47 »
If you talk with aeris as Tifa after first gaining control of the highwind at the icecicle Inn, you're name changes to cloud and the lines as changed to before you went down the hill on the snowboard

Slash all paired with added steal didn't steal :(

The dialogue probably refers to Cloud's name rather than Party Leader's name (probably an oversight; I don't recall setting dialogue for talking to her as Tifa). I'll check into it and add any branches needed.

I don't think Slash-All pairs with any support Materia. There might be a way to do it using Master Command or Mega-All maybe.

Awesome, awesome.
Most importantly, I believe a few lines dialogue where the characters be like, "yo, Jenova used some form of necromancy magic on Aeris! She may be saved but we'll need to deal with Jenova first!!" lol, something like that.
Btw, the summon materia cap is only in Type B right or is it in Type A Mode too? and you can save in Aeris in Type A also?


I've seen that name change thing, I was hoping that Slash-all would work with added-Steal too, and Flash doesn't seem to do anything yet.

Hey, I can sense that making other Weapons could be doable, you already got everything figured out,
you could just clone pieces of dungeons and put them together, on the map, and add Omega Weapon as a boss with some robot model and it'll work. XD

Com'on, what if it doesn't have to end with Sephiroth?? The game could go on, or an arena battle mode with very difficult monsters and has 10-12 rounds.
Additional equipment weapons after Ultima Sword, etc...



Yea, you just HAVE to add those Sapphire, Jade, and Omega WEAPONS man, because...
those guys is sick!!!


https://i.ytimg.com/vi/u17PibK6B2c/maxresdefault.jpg
https://finalfantasy.fandom.com/wiki/Jade_Weapon
https://www.youtube.com/watch?v=qHd3LSus5Lk

The summon cap should be same between versions; 1 use usually, but Master Summon is infinite uses. I think Quadra Magic can up the uses as well, as it'll count the Quadra charges then the summon charges separately (so 3 times I think with a 2-star Quadra).

Flash is basically a Death+All command; can be handy when moving through areas to clear out common mobs a bit faster but I separated it onto its own Materia because it's not much use in boss fights and doesn't deal damage of its own. There is a thing you can do with Flash to have other status ailments apply but I forget the Materia setup.

To expand on what I said before, I don't know how to make edits to the World Map and I wouldn't really be looking to add additional Weapon monsters to it. If you want additional fights, then the 1.5 build of the mod has a bunch of different encounters including Omega Weapon (from FF8, not Dirge) in its Extra Battle in Gold Saucer's Battle Square.

First, let me say that I just love this mod! I played this game waaaay back in 1997 so revisiting it with a new twist is awesome! I'm playing
the B scenario and just wanted to know if the 4 saves secret is actually working now or if we have to wait for a new patch. Thank you in advance!

The upcoming patch will fix the last step; it's basically ready, just been adding last minute fixes from reports that come in. Will probably go for weekend release.

200
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-02 13:35:23 »
Hi, thanks for upkeeping with answers to comments!
Wait, so Aeris can only be saved by insta-death at the moment...? what if the player doesn't attack her during that fight and kill Jenova first?

I'm on disc 3 now, where is the Glacier Chocobo that holds the W-Item materia? I searched the entire Great Glacier but cannot find it...
also, the doc says the X-Attack(4x) materia is from the Kalm Traveler, is that the same guy that asks for Desert Rose, Earth Harp, and Guidebook?


I'm level 65ish, and in Type B Mode, there is no Underwater Materia to fight Emerald Weapon, and Ruby weapon is immune to dazers, can swirling sand the remaining character away while the other two are K.O.'ed, and kills party with Cometeor and the other attack. KotR only has 1 charge, how do you beat this guy...? need level 99?
These Ruby/Emerald Weapon versions are not in Type A Mode right?

The insta-KO is an oversight, not the intended way. She can be attacked during the fight, so long as her HP doesn't drop to 0. If she's still up when the boss is defeated then it's considered a save. I'll add an improvement to the AI to replace the old hacky check that's currently in place.

Glacier Chocobo is on the tree bridge area (landmark close to centre on the Glacier map).

Kalm Traveller gives 3 extra things once he gets the three items as a bonus; so X-Attack, Core Materia, and the other thing are given once all 3 are handed in (this is in addition to the single trades; gold chocobo, etc.)

I rewrote Ruby and Emerald's AI more or less. The original setup is that Ruby will use Whirlsand to reduce the active party down to 1 before engaging his claws. The problem with this is that it's random-target and can be beaten by going into the fight with 2 party members KO'd, reviving them once the claws are dug in.

So for 1.5 and 2.0 I rewrote the AI; he'll only use Whirlsand if you end up with just 1 character left alive (and if the claws are out of the sand) so you need to be careful in managing your party and keeping people alive when you can. He won't use Whirling Sand so long as at least 2 people are alive (or if his claws are dug into the sand).

I would go for a high magic defence and MBarrier for Ruby as he has a lot of high-powered magic attacks like Comet2 and Ultima. Some can be mitigated elementally like Ruby Flame and Cinder Drift if you have fire protection. Shield can be handy if you need some breathing space to recover the party but bear in mind that some of Ruby's attacks are non-elemental.

Emerald should be beatable within the 20min time limit; he doesn't have the HP that the vanilla Emerald has (165,000 vs. 1,000,000). I think Ruby has around the same HP.

Ok, I figured it out, the Weapons seem to be the reversed versions of themselves... I had to use invincible cheat to kill them, lol.

Btw, the first form of Sephiroth takes 20 years to make an attack, he's still slow at 3x speed boost, you should speed up that animation for next launch.

I could try removing the ability Bizarro uses in-between attacks but I suspect it's used for something like synching up animations between body and head.

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