Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4965128 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
« Reply #10750 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).

TheDrifter363

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
« Reply #10751 on: 2021-04-15 01:26:58 »
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.

garlar

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
« Reply #10752 on: 2021-04-15 01:49:35 »
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.

Killamox

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
« Reply #10753 on: 2021-04-15 03:11:23 »
hmm ok i'll give it a try never used Save editor before though. Being at the bottom of North Crater unfortunately did not seem to fix it.
Code: [Select]
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.

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.

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.

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).
[/quote]
« Last Edit: 2021-04-15 03:14:52 by Killamox »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
« Reply #10754 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?

garlar

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
« Reply #10755 on: 2021-04-15 18:33:50 »
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)
 

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
« Reply #10756 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.
« Last Edit: 2021-04-16 00:19:46 by Sega Chief »

garlar

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10757 on: 2021-04-16 02:50:48 »
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.

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10758 on: 2021-04-16 04:53:00 »
very minor bug wee bug regards 35th soldier (infinate) can be got from bugenhagen's observatory (v 2.096).




Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10759 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.

TheDrifter363

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10760 on: 2021-04-16 11:06:41 »
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.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10761 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.
« Last Edit: 2021-04-16 15:45:36 by Sega Chief »

Danstorm1

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10762 on: 2021-04-16 21:04:35 »
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.

awesomeuno

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10763 on: 2021-04-17 23:12:50 »
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.
« Last Edit: 2021-04-18 00:49:19 by awesomeuno »

Killamox

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10764 on: 2021-04-18 07:31:32 »
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.

ulurujamman

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10765 on: 2021-04-18 17:21:56 »
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!

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10766 on: 2021-04-18 20:51:52 »

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.

cait sith's mvp for low level runs with his huge hp pool :) are you on hard mode? if so
Spoiler: show
 u can get a secret ending for completing without sp usuage, there is no added ending for no sp no exp run thou
:)  good luck

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10767 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.


ulurujamman

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10768 on: 2021-04-19 01:13:46 »
Yep! No sp hard mode is about my sweet spot - I tried no exp for a little at the start of the game before I realised it meant *NO* exp, not even from mandatory fights (!)

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10769 on: 2021-04-21 17:32:54 »
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 !
works. ps u do not have to change the item required for #2
Spoiler: show
use a vaccine to prevent paralysis effect from kicking in on one.. 
script works fine for me :> 

Asherdoom

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10770 on: 2021-04-22 11:08:57 »
excuse me im quite confused. for play the NT mod classical way with some additiona stuff i need play game A or B?

Asherdoom

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10771 on: 2021-04-22 15:06:31 »
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 documentation
Quote
Summon spells use a different spell formula to the standard Magic formula, which favours Summon's base power
over the caster's Magic stat. This means that a Summon will always deal decent damage in spite of the caster's
Magic stat, making them more usable by a non-Magic build while not becoming completely overpowered in the hands
of 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.

Quote
*) They ignore MBarrier

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%)

Quote
Cloud: Set up by using the Defend command, then continue fighting as normal. The next time Cloud is hit by physical damage he will counter it with either
a single physical attack, a Deathblow, 2x-Cut, or 4x-Cut. This works in addition to any other counter materia.

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

Quote
Yuffie: If attacked physically while in the front row, she will counter with Mug. After 15 turns have passed, Yuffie's Throwlette will charge and will throw a random shuriken weapon at an enemy when Defend is used (or if already Defending).
this one i do not get... we already have throw materia...

sorry for wall of text, great mod and keep on going! :D
« Last Edit: 2021-04-22 15:24:15 by Asherdoom »

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10772 on: 2021-04-22 19:51:42 »
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)

there is a steal materia within the sewers. doc is correct. Its an option to buy prior to getting elsewhere :)

if you read the info within the beginners hall. there is part which is wrong. 8 sp upgrades, is 4, likely a left over from v1.5.


zendachi

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10773 on: 2021-04-22 20:14:20 »
Halp. Mod crashes after fight as Zack on Disc 2 in Nibelheim. Fresh mod install on fresh FF7 via executable.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« Reply #10774 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.