Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Sega Chief

Pages: [1] 2 3 4 5 6 ... 160
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-09-10 09:07:02 »
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.

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).


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 ->

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.

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.

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: (probably best to start here and leave enemy data/kernel data for now)
Enemy Data - Proud Clod:
Kernel Data - Wall Market:
(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:

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.

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.

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.


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).

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 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

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.

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.

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.

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 (
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.

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):

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-07-20 13:52:21 »
Yes, this is type B. I did talked to Jessie and helped her (
I also talked to Biggs ( but as he run up the stairs to the elevator, he disappeared at the yellow circle spot (
I suspect this is the problem, because if I went back down the elevator, Jessie will ask me to save Biggs again (

Ah, so there's actually a different issue at work here. Do you have the Play as Jessie in Reactor 1 mod active? I didn't add an event where you have to pick up Biggs on the way up but I think the Jessie mod does so this might be what's interfering with the event handling (unsure of full impact). I'd advise trying this part out without that mod active (if it is installed) and hopefully it'll work. If not, I'll either need the save file or a start over will be needed without that mod active.

I am having a hard time trying to get Tifa's final limit break, I'm playing the New Threat 2.0 do we still get it from the piano or is it a different method?

It should be the same as original method, playing the piano. I'm unsure though if Cloud needs to be party leader with Tifa present, or if Tifa needs to be party leader (set through Operation Room in the Highwind after visiting the bottom of north crater and returning to unlock the party leader swap feature). I'll check it myself though and see if it is triggering the event or not.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-07-19 12:45:58 »
Let me start of by saying, absolutely wonderful work.  I love how you fixed a lot of the wonky dialog.

I have been having some issues with the air buster.  Visually, it is not always facing the way it is currently facing in battle leaving quite a bit of guesswork as to which way it is meant to be facing.

I was also wondering if there are any plans to do a vanilla combat version of 2.0?

Air Buster I think I've sorted out in the 2.0 build, but for 1.5 and older it'll have that vanilla thing where it's last facing target will be whoever attacked it last (or whoever he attacked last) with the turn animations not actually updating his facing direction. If you encountered this on 2.0 though, then let me know and I'll revisit it.

I could maybe try and do a 2.0 vanilla combat version, as the encounter table used is very close to the default game unlike the 1.5 build where I had to restore it across most of the fields. I have a week holiday coming up next month I think which would be an opportunity.

Hey just posting to say absolutely love the mod. 2.0 type B is soo good. One nit pick I cant get the modern spell namesod from tsunamods to work i selected new threat 2 but it still shows ice ice 2 etc.

I think there should be a NT compatability option (if this is the Bonez one); might be that it needs to be moved above or below NT in the mod load order.

Hi Sega Chief, first of all I'd like to thank you for this amazing mod. I've completed v1.5 and now I'm trying to start with v2.0.

However, during the opening mission, I'm stucked here because the gate is closed and can't go anywhere.

Please advise, thanks!

This is on Type B, right? I think I know what it is; based on the field logic, it may be that you've not talked to Jessie lower down in the Reactor (her foot is stuck, like in vanilla). I know that she's present there in the field, but it's because I haven't accounted for that scenario in my script so she appears regardless but the doors are locked up. When heading up, make sure to talk to Jessie and the scene should proceed as intended.

What I'll need to do is add a condition that if Jessie was missed on the way up, it keeps the scene locked up.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-07-15 14:45:16 »
I have to ask this here, because I can't seem to find the answer anywhere on the internet.. I am currently playing NT 1.5 and am trying to morph Eligor for the Silver Glasses (and steal the Striking Staff :roll: ), and have seen a video on YouTube of someone fighting it with the Sense materia ( How did he acquire a Sense materia for this fight?? Did 2.0 change something that I'm not seeing in the documentation?

And also, in the base game you get your first Sense materia shortly after this, once the plate collapses, in the playground. I'm not sure if another mod has changed it, but in it's place I get a Counter Attack materia (much earlier! :o ). I've tried reading all of the NT documentation to no avail. Can anyone help me out here?  :-\

In 1.5, Sense was replaced by a Counter Attack Materia in the Sector 6 playgroun and Sense was acquired if you go through the Materia tutorial with Barret (this was a mistake as I think it was supposed to be set to be acquired regardless but it got stuck behind the Materia Tutorial dialogue option route).

In 2.0, Sense should be acquired from the Sector 6 playground like in default. But on Type B, I think it's unobtainable there due to how that plays out and would need to be bought later instead. I'll change it up so that in 1.5 it's acquired in Sector 7 no matter what, and in 2.0 will be available for pickup earlier so it's available for Type A and Type B.

So I have a question for you Sega Chief also some compliments (Hopefully they come across that way)

So ever since I've played new threat which is actually around a year ago I never actually finished the mod back then but then I went back to it recently. A lot of changes since I first played and a lot of very fun balance. Some frustrating moments but due to my own fault.

Now with all that said I had a genuinely amazing time playing this mod, however it's done something to me.. Now I'm always looking for the next "New Threat"

To explain what I mean by this I've now got into the habit of looking up mods on the old final fantasy games trying to find something that compares to new threat. To no avail sadly.

So here's my question to you Sega Chief if you're willing to answer. Are there any mods that you recommend that come close to this sort of overhaul? I understand if you don't want to answer but with that said you've done such a fantastic job here it's very hard to find anything that even comes close to comparing. Any FF game that is up to you just wondering if you know of something that will scratch the itch I have.

Again seriously fantastic mod I can not recommend this more to people it really changes FF7 in an amazing way!

You could try Brave New World (BNW) for FF6 (, The Ragnarok mod for FF8 (, or Alternate Fantasy for FF9 (

Scratch the previous question.  Is there a way to reverse the A and B buttons in the tutorial dialog?  It doesnt match my 7h button config.

One last question, in the vanilla combat version, are there still party members hanging out in towns and can you still revive Aeris?

In dialogue boxes the button icons are static unfortunately.

For vanilla combat; yes to both, the field scripting changes were (mostly) kept intact.

Thanks, I don't know why I couldn't find that. I must have skipped the materia tutorial, and therefore didn't get a Sense materia (I also seemed to miss a bunch of other materia equipped to Aeris, like Earth and Barrier. Might have been because I didn't fight with her in the church..?). Either way, I think my save file was borked because I also had a few weapons that I shouldn't have (the triple AP ones from the Gelnika), so I've just started over again.

Thanks very much for the help though, appreciate it!  8-)

If you have triple AP weapons then it may mean that you either started from a pre-existing save file or the kernel hasn't been patched or was overwritten. Did you have a spell names mod on for instance? If it was Bonez' one then there should be a compatibility option for NT in its config.

Releases / Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
« on: 2021-07-12 12:38:40 »
Hey all,

I have recently discovered that this randomizer exists and I'm looking to explore it's features and functionality. I am however a little confused on what is happening with the randomizer as the "quick randomization" options don't really describe what is being changed?

If I where to click on "Weapon Data" what is being changed/shuffled? Is it purely the weapons and their locations or is it going further and shuffling the abilities/stats/slots as well? Is there a way to control just how much is being changed?

Kind regards and thanks in advance!

Hi, I also found this randomizer recently. So far I have encountered random enemies that freeze the game, and got soft locked after 7 hours when Sephiroth kept healing the "red dragon" randomized enemy. I'm starting to feel like I'm never going to be able to complete a seed because of all the errors. Is this normal?


I finished a run with only randomized items and materia locations,Stronger enemies (40% stronger) random starting gear and it worked really good. But there where some problems:

-Some Items crashed the game or caused a game over in battle (Hi-Potion and Mega Elixir).
-Sometimes I got a Mataria but it did not end up in my invetory. For example Huge Materia.
-Some Materia seem to not got Randomized. Like Knights of the Rounds (or I was unlucky).
-Shops do not have randomized Items and Materia.
-I got like 5 Alexander an 7 Enemy Skills Materia but that is not an real issue.

It is really fun to play the game again with settings like this.
What got me puzzled is that one of the greatest games of all time do not have the same support like an Ocarina of Time Randomizer.

I hope we can get some updates in the future like randomized shops.
You guys did a really a great job and thank you for making the game fresh again.

The randomiser is in a bit of a bad spot right now, from what I saw during my rebuild it looks like it might actually be doing the reverse than what was intended for model swapping (in that it's swapping enemies that are dangerous/unreliable to model swap only instead of only swapping safe ones). I need to try and get a new build of this out soon.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-07-12 12:30:26 »
Just to inform people, there was a security leak of an admin account for this forum today and the database containing user information such as emails & passwords (hashed) was acquired. It's recommended that you change your password for your qhimm account and for any accounts using the same email as a precaution.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-07-04 11:21:41 »
Hey Sega. I know FF8 has taken the priority. Any news on customizable stat pots for 2.0 though? Would definitely make for a great enhancement, in my opinion.

I'll see if I can implement it for next patch.

Hey. First of all big fan of the mod.

I just have one question. Am I doing something wrong with the field music or does it not work at the moment? I still get the regular battle music.

When you toggle the music to Field at a save point, does it still play the regular battle theme for encounters? Bosses and certain mandatory encounters will use the battle/boss theme though regardless of setting.

Edit: Thanks to T. W. for the donation.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-06-30 09:21:04 »
Ah, that's interesting about that enemy. I haven't played the original in a number of years so I probably forgot about it. He did take a lot of damage for regular attacks, I think it was more the '33333' number that led me to believe it was an extra keystroke.

As for the Cid's house typo, I felt bad leaving such an open lead so I loaded one of my old saves and went through meeting Cid again to try and spot the typo. Couldn't find it just going from the span of entering the town to getting the Tiny Bronco and reading all the mandatory dialogue, and I skipped the Shera backstory sequence both times so it's probably not in there.
I'll putz around the town a bit more and see if I'm misremembering and if it was one of the NPCs.

Edit: FOUND IT! It was Rufus, when he asks for the Tiny Bronco and he's explaining why he can't use the Highwind he says 'out commission' instead of 'out of commission'. Since it wasn't Cid at all and it's mandatory dialogue it was probably already reported by someone else, but figured I'd double check.

Yeah, I would probably draw the same conclusion about the HP tbh.

Thanks for pinpointing the location of the typo; I would have probably just checked the dialogue inside the house and not found it.

I'll check into this; it sounds like it's skipping a step.

Edit: I did a runthrough and it seemed to be working (I reached the airport); are you on Type A or Type B? I may need a copy of your save file for testing.

Also, if PHS is being used somehow then that'd be another possible point of failure as the field script doesn't support having other characters around during those scenes. I remember that came up in the past with a few users; I think I fixed the save point to prevent PHS but I'm wondering if Save Anywhere enables PHS as well.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-06-29 14:51:48 »
Made an account just to say excellent mod! It's so good that I'm not going to be able to play the normal version of FF7 anymore.
So I have a few random quirks I found that may or may have not been reported already (and might just be normal FF7 bugs) but I'll post them anyway. I'm up to the part where you get the Tiny Bronco. This was with Type B game.

1: During the first visit to the Gold Saucer, the party splits up and you get to pick one party member to take with you, the other spot being intended for Cait Sith shortly after. Walking out of the room after selecting Aerith, then going to the save point, PHS and picking up Yuffie, then walking back in and talking to another person caused Yuffie to try and walk out of Cloud back to her spot, softlocking me when she got stuck (I forgot to save too so this was extra memorable). It'd probably also cause problems when you're getting Cait Sith, so maybe throwing an invisible wall in there behind you would save some idiots like me...

2: Not sure if intentional but lvl 33 Vlakorandos in the plains around Bone Village have 33333 hp, and even with my pretty overleveled lvl 45 party (I forgot about no exp mode while materia leveling in nibel, rip) he did not go down quickly. Nearby Tonadu's on the beach have 3600 hp so might be a case of an extra 3. The Bone Village area's forest also has absolutely no encounters from what I can tell, if you wanna throw something in there that's fair game.

3: One of Cid's lines in his house had a noticeable grammatical error. I'm not sure which, I forgot to screenshot it. It was definitely first visit of Rocket Town though.

This is not bugs, just my personal feedback! I'd probably put a note in for Game Type B that says something like 'Not recommended if this is your first time playing FF7, best suited for people who want something that feels fresh' since it does have a few of the iconic early game moments cut from it and I wasn't entirely sure about the extent of the changes when I was going in.
Oh, FINAL suggestion; I am really craving a Morph buff. Maybe boosted up to like half or 1/3 the damage of a regular attack, because mathing that move out and constantly mashing it has been a lot of my playthrough thus far, and there's a few enemies that have enough life steal to legitimately outpace the rate at which you can chip them down with it.

But yeah, really well balanced, and satisfying to try out builds and party setups and play smart, and the extra dialogue added to the team during town visits and whatnot adds a lot to worldbuilding and makes the party feel more alive, I think. This is highly likely to be the version of FF7 I'll recommend people to try since it really plays to OG FF7's strengths.
Cheers  :lol:

1) PHS needs disabled on it for that duration, as it'll probably cause all sorts of script problems with scenes.

2) In the base game, Vlak has 33,333 HP and is an enemy associated with Chocobo Breeding as it's where you get Carob Nuts from. I think my rationale here with keeping it at the same HP in the mod was, first of all, because it's an enemy not commonly encountered unless the player actively looks for it (the window to run into it is fairly small from the beach going into Bone Village itself and there are few green areas in the upper Icicle Area itself). And second, there's a lot of prior knowledge where players would seek this enemy out looking for Carob Nuts so if I keep it as a carrier for that item I should try to make the battle a little more unusual to the standard fare.

I made Vlak vulnerable to a few status ailments that help tackle its huge HP pool like Poison and Dual-Drain, and also allowed the Gravity element so that those could be put to really good use here. I also put X-Potion as a Morph, and I think I was very sparing with actual drops for max-heal items so he's a good spot to farm those off as well (assuming you use Gravity).

3) I'll see if I can spot the line.

X) I think the mode selections in 1.5 had recommendations on them for what should be a first-time run as Arrange was intended to be a little harder than Normal, as it had the enemy modifications baked into it. I could probably just add that onto 2.0's Type A and Type B too; it should be covered in the explanation/information option but having it on the actual confirm as well would probably be a good idea.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-06-27 16:28:19 »
Hello! I just wanted to let you know there's a typo in the dialogue for the train conductor in the Sector 7 train station after finishing the first mission: "desparate" should be "desperate".

No worries, I've corrected the typo and it'll be going up in the next patch.

Sorry I just saw the reply, my apologies. It was twice in succession yes, He first did a Flare after the reflect which I thought was rather smart on your part (I can't cheese it that way) and yuffie died, final attack procced and a phoenix went off, I proceeded to kill Tifa with yuffie (A lot of the attacks were physical so I was trying to use yuffie's innate to carry me because the other 2 would just die in one hit) and then proceeded to beat on Cloud. He healed multiple times in succession but it never hit my dead character for very much, for example when he did a 9,999 white wind it only healed my dead character for around 1k, I didn't pick up on it until somebody pointed it out that my character had 2 - 3k life dead on the ground.

Trying to give as detailed description as possible.

A theory of one person said it might've been something to do with Cloud trying to white wind himself and instead hitting the other cloud in the fight ? This was just a theory though.

Also I would like to mention, the 7k white wind he did was when he didn't have reflect. This was 2 separate tries sorry if I wasn't clear on that.

If it was used twice in a row then must be a flaw in the AI; I'll sort it out and have a patch up for 1.5 sometime next week (there was some other things I needed to fix in it too).

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-06-24 23:25:12 »
I'm so far beyond spoiling for people out of frustration from bugs

So back to the battle square again.. So in the platinum match as we know Cloud uses white wind quite continuously. However as we all know white wind is only supposed to heal for the amount of health a character has.. Now this has happened to me twice so far but he healed himself for 7k. I proceeded to hit him for around 10 - 12k and he didn't die, instead he continued to white wind himself again for 9,999 all over again... Now to make matters worse I decided I would try and cast reflect on both the enemy team so if he did keep using white wind then maybe it would reflect back to me..

FAT CHANCE, it healed the guy who was dead on the floor... Cloud.. That's right... Cloud was lying on the floor dead with 2k life...

Now I'm very VERY frustrated so if I come across as salty.. I kind of am

I had a look at 1.5's files; not really sure what's going on there. White Wind doesn't have the No Retarget flag so why White Wind was able to land on a KO'd character is a bit odd, unless it's a quirk of how reflect works with a target-all skill.

But it sounds like the AI isn't working quite right. The flow of that part of the script is:
Every third turn:
If he has Reflect, use Shadow Flare
If no Reflect but has MBarrier, use Laser
If no Reflect or MBarrier, then use White Wind.

If Reflect is on, the enemy should be using Shadow Flare and not using White Wind at all (this should also only be going out every third turn; was White Wind used twice in succession?)

I'll revisit this fight when I'm doing the North Crater maintenance and redo it a bit.


I tried the purple materia cave fight today and the game crashed on me. It was when I used Cid's limit on the second party.

Not much of a problem because I was way over my head anyway.

When and at what level should I be attempting these? They were really kicking my ass, but then again, I'm far from an expert.

Was the Limit used Hyper Jump by any chance? It causes crashes on the Steam version of the game (though I think it was fixed on the later versions of Aali's driver for the 1998 PC version and I assume that it's sorted on the FFNx version as well).

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-06-22 15:42:23 »
Not your fault I should've saved (No seriously what kind of an idiot doesn't save after Battle Square) but thank you for checking it out!

To give you the most accurate description, I sent Cid, Vincent, Tifa, Cloud and Aeris Left on the first option.
My party was as follows: Cloud, Tifa and Aeris.
In the second screen I sent Cid and Vincent down, Me and Tifa went up. As mentioned no option for Aeris so I'm not sure where she went but she wasn't in the party on the second options.

Hope this helps!

On a side note, who exactly can I steal the Oritsuru from ? I'm around 23 magic shurikens in on Christopher in the northern cave and he still hasn't given it to me.

Yeah the directions they were sent in should help for testing and replication.

It seems to be a drop from Christopher, but mind that if you steal an item from that enemy then it'll make their drop unavailable.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-06-21 22:45:55 »
So first real bug I've encountered in v1.5, I came to the northern cave to try and get to the point of no return to open up some of the side quests and party leader change. I usually use Aerith/Aeris in my party because she's been rather strong throughout.

Anyway when I was given the option of where they all wanted to go I sent Aeris down with me and put her in my party, when I got to the second screen where you get asked for a second time where everybody is going to go, Aeris had no option and she wasn't in my party. I was left with only Cloud and Tifa in my party and couldn't progress because Aeris just wasn't in my party. Also I lost a lot of progress from the battle square because of having to go back to a previous save which made me really sad. (This part isn't relevant to the bug but it made me sad never the less)

Sorry about the lost progress, I'll set up 1.5 and check through the scripts in that section.

"I think it's bought from a materia shop, the Costa Del Sol one."

Okay, this sounds like a weird bug to me then. The only materias being sold in Costa Del Sol are: Fire, Ice, Lightning, Earth, Gravity and Poison. I don't really care about the Osmose ability, although it should be nice to have, but i don't know if i will be able to get the master magic materia. So, could there be a way to fix this bug?

I checked the patch notes, it seems that it's the post-collapse Mideel shops that carry Osmose.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-06-21 10:47:01 »
Hey, Sega. Quick question:

Maybe I'm an idiot or maybe I didn't look hard enough, but in the documentation, it lists the third 1/35 soldier's location in the Corel Prison Pub. I've mashed circle up and down the inside and outside of the place, thinking it was stuffed under a barstool or something, but I haven't been able to find it. The one listed in the Jockey Room was definitely there, though.


I checked and looks like it's been disabled. In a recent patch, they were all moved to locations where they could be acquired if missed:

Spoiler: show

1) Mythril Mines
2) Junon
3) Gold Saucer, Dio's Museum
4) Gongaga, 2nd floor of General Store
5) Da Chao
6) Great Glacier, Far-West Cave
7) Cosmo Canyon: Bugenhagen's House (3rd Floor)
8) Gold Saucer Sub Prize #5
9) Icicle Inn, Hotel 2nd Floor
10) Gelnika Hallway
11) Nibelheim: Right-hand house, upstairs
12) North Crater: Left-Up Path

The ones in missable locations were set to be disabled/hidden but maybe I didn't set the jockey room one to be hidden. However, it'll be using the same trigger as its replacement so it shouldn't cause any problems.

Just got my ribbon in v1.5 and I'm sad... LOL

Managed to finish all the materia caves so far, and FINALLY the mystery ninja.. without saying too much

Now I started on junon league today however I manage to pass all 3 leagues but for some reason I haven't unlocked the second stage of leagues.. Did I miss something ? Also the first time round I did the one league kept progressing waves over and over again to the point I had nearly 100+ points on Tifa.

Also Valiant Clod was genuinely.. DIFFICULT. Red helped massively with his life drain.

Junon Leagues had a script flaw in it somewhere, most likely something to do with the continuous loop it used. I don't think there's a second stage of leagues, should just be the 3 tiers.

I am playing the NT 2.0 version and i am at post-collapse Mideel. I haven't found the Osmose materia yet. It should be either at Costa or Mideel before/post collapse. Could someone send a screenshot where it should be found? Has anyone faced the same problem?

I think it's bought from a materia shop, the Costa Del Sol one.

Pages: [1] 2 3 4 5 6 ... 160