Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4966639 times)

blokx

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8100 on: 2019-07-01 18:01:26 »
I can check him when I get back from work, it should be in his repertoire but maybe it has a specific trigger.

That would be awesome. Thanks. FWIW, I'm running with the Menu Overhaul and using FF7_mo.exe.  Just in case there's something funky about that exe.

Maziac

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8101 on: 2019-07-01 20:14:50 »
Thanks for this mod it's awesome! Thought I had an issue with the rank ups but turns out it was just a keybind error lol.

Arrange mode so far has been a blast, I'm trying the randomized rank ups too, hope they don't bite me in the end.
« Last Edit: 2019-07-01 21:04:11 by Maziac »

Dio Holy Diver

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8102 on: 2019-07-01 20:27:19 »
I did a demo fight of that guy recently, this might provide some ideas. Earth is a good element to stick with for that one, there's also a review of character stats at the end of the video so you can compare with what your team has: https://youtu.be/C-XmwYRCv2M

Can provide more in-depth advice when I get back from work and checked out his file.

So here is my team:

Cloud : https://i.imgur.com/oxh2aZy.png
Aeris:  https://i.imgur.com/1dTKDQH.png
Caith Sith : https://i.imgur.com/NlI5JrE.png

You will know better than I, but the total stats seem similar, just distributed in different places.  I have a save from the beginning of the Crater, so I'm wondering if I should load that and switch the party round a little bit.  What do you think?

Edit: BTW, ignore the Touph Ring on Cait Sith - I switched with Protect Vest but still had trouble!
« Last Edit: 2019-07-01 20:36:29 by Dio Holy Diver »

DXLelouch153

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8103 on: 2019-07-02 00:33:20 »
Hey SegaChief, is the New Threat version in the Difficulty and Story catalog for 7th Heaven the same 1.5 version as on the first page of this thread?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8104 on: 2019-07-02 00:54:26 »
I know you might already decided/implemented stats on lvl up, but i would suggest against that. Reason being simply; its harder to fine tune the game if every level has significant impact on how you balance monsters/bosses.

By having only Hp and Mp increase with levels ypu can finetune encounters to what you envision them to be, aka hard or easy. And not to put word/thoughts in other peoples mouths/minds but i do think many of us already know the story by heart (apart from the tweaks) and are searching for a "tight balance" and gameing experiance. I want to use most mechanics implemented and not just "grind it out" like i did with the OG FF7.

Its the same reason i want innates, to use most characters and not just the most visually pleasing/best limitbreakes for damage.

Just my two cents.

I'll be doing a rebalance based on it, so it should work out. SP is getting scrapped in favour of the upgrades becoming available after set moments in the story so there'll be some added stability from that.


That would be awesome. Thanks. FWIW, I'm running with the Menu Overhaul and using FF7_mo.exe.  Just in case there's something funky about that exe.

I think he needs to be at half HP, then it's a random chance for Goblin Punch to be used. Use Sense to track his HP, or hit him with Demi/Demi2 as he has no resistance to Gravity. Try and avoid putting him down past 1/4 HP however.


Thanks for this mod it's awesome! Thought I had an issue with the rank ups but turns out it was just a keybind error lol.

Arrange mode so far has been a blast, I'm trying the randomized rank ups too, hope they don't bite me in the end.

Yeah the camera/L2 button seems to be the one that causes trouble when bindings act up.


So here is my team:

Cloud : https://i.imgur.com/oxh2aZy.png
Aeris:  https://i.imgur.com/1dTKDQH.png
Caith Sith : https://i.imgur.com/NlI5JrE.png

You will know better than I, but the total stats seem similar, just distributed in different places.  I have a save from the beginning of the Crater, so I'm wondering if I should load that and switch the party round a little bit.  What do you think?

Edit: BTW, ignore the Touph Ring on Cait Sith - I switched with Protect Vest but still had trouble!


I think if you buff up Cait's defence slightly by swapping out that platinum bangle for something then it might get a bit easier. If he has some more linked slots for defensive Materia then that could help pull your team a bit more together in maintaining HP/buffs.

Cloud seems fine for strength, so long as he's got Earth + Elemental in his weapon or something. Those independent Materia can't be linked with Support Materia so depending on what the supports are they may be hampering his stats slightly.

Aeris seems all right as well; do you have Contain? Break is an excellent spell for this.

Thing with the fight is to go in hard from the start, it gets a lot tougher if he's able to finish two attack cycles. Carry a Destruct Materia in case this happens as you'll want to dispel the spell buffs he gets when Overthrow is triggered. Also, Shield should have been in one of the chests on the first screen of the Crater; that can nullify all of Tyrant's physical attacks which'll be useful for your tank (and the rest of the party if using Cover).


Hey SegaChief, is the New Threat version in the Difficulty and Story catalog for 7th Heaven the same 1.5 version as on the first page of this thread?

It was updated recently so it'll be very close to the current files on this thread. Should be fine to use whichever, but it tends to be safest to import the IRO from this thread into 7H and use that one.

Smashgunner

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A Bug Report!
« Reply #8105 on: 2019-07-02 03:16:39 »
Hello there! I'm just dropping by to say that I've discovered a small bug in the game. In the city of Kalm, after meteor appeared and I did the Coral reactor event, I discovered the model of Red XIII in the bottom right, just sitting there. It didn't have collision and couldn't be talked to, and Red XIII was in the house with Yuffie as was intended. Below I have included two pictures taken a minute apart from the other. One of Red XIII in his proper position, and another of me standing inside his model outside.

https://i.gyazo.com/e804298c1d3adff799972333bf709018.png

https://i.gyazo.com/b38a5aa11cc09112394810d3dbe1a439.png

blokx

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8106 on: 2019-07-02 03:21:23 »
I think he needs to be at half HP, then it's a random chance for Goblin Punch to be used. Use Sense to track his HP, or hit him with Demi/Demi2 as he has no resistance to Gravity. Try and avoid putting him down past 1/4 HP however.

Wow. All the time and I just had to get his health down a bit then wait it out. -_-  Thanks man. You're awesome. Is there a program you're using to look at the enemy AI script? Or something you're using to decompile the game to get the script? You can just give me a program name or something to google.

iDerek759

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8107 on: 2019-07-02 04:07:48 »
Wow. All the time and I just had to get his health down a bit then wait it out. -_-  Thanks man. You're awesome. Is there a program you're using to look at the enemy AI script? Or something you're using to decompile the game to get the script? You can just give me a program name or something to google.

This is probably what you're looking for http://forums.qhimm.com/index.php?topic=8481.0

Batcow

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8108 on: 2019-07-02 13:04:25 »
Hey, I installed this mod through 7th Heaven and I'm liking it a lot, but I just realised 7th Heaven installed version 1.4 and 1.5 is the newest... I've just finished Midgar and I'm on the way to Kalm. Would it be safe for me to upgrade from 1.4 to 1.5 at this point in the game? Having a quick glance at the changelog, there seems to be a lot of balancing improvements, so I'd like to upgrade if possible.

LeonNujain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8109 on: 2019-07-02 17:50:54 »
Okay, funny thing ! I don't quite like the new stats and materia equip effects, so wanted to take it back to the original. I just pasted the original kernel.bin to the modded folder. I went down from the train at the start of the game, dunno why Cloud had 0 Spirit and Luck, Vitality 46, the rest seemed normal, then I went into the shinra guards and... Battle was in a World Field with other enemies and well... Cloud died xD

I see it's not that hard to change the stats and materia effects, but I'll have to rewrite all the tables for the stats curves, right ? That's gonna be tedious... May I break something if I do ? I'll use your Materia Keeper tool and WallMarket too (I'll probably mess up a bit with materia's IDs for effect change, because I think you also changed those, right ?)

Loveless

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8110 on: 2019-07-02 18:05:35 »
Hello Sega Chief, hello all.

So, this is my first post in here, and I first wanted to say that FF7 is my all time favorite game, at least it was up until I tried your mod. Now your mod is my all time favorite game. This is simply amazing, and I wanted to congratulate and thank you for that!

Yet, I think I've got an issue at the end of the game:
Spoiler: show
I'm nearly done with everything (killed everything, done almost everything). Yet, I'm kinda stuck in what appears to be a bug at the very end of the game. So here is what happens: I play Arrange mode on NT1.5. Everything was perfect, bar a few exceptions (notably encouter errors in the dark cave for some reason, and I can't seem to get the Tifa 4th limit break sidequest to boot - if you wish to, I can give you more details about that).

Yet, I defeat the last battle and get to Mr. Smile, but it doesn't seem to work properly: Mr. Smile just tells me his usual stuff: (even though I'm rank 8 on all characters - Aerith alive and the last weird "???" spot at the end still being that, dunno if relevant -) he tells me to fight further and to come back to him later, and not that I beat the game (what he is supposed to tell me if I understand correctly). And then I'm stuck. Either I choose the first option and he tells me to fight further, and then brings me to the Nibel reactor with only Cloud (!!), either I try to quit (last option), and I'm stuck forever on his screen.


Did I do something wrong? I did some research and couldn't find anything conclusive (except what is supposed to happen normally on some video). That's why I think I need your help :)

Obviously, I can give a lot more details if you wish.


CU! :)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8111 on: 2019-07-02 18:13:44 »
Hello there! I'm just dropping by to say that I've discovered a small bug in the game. In the city of Kalm, after meteor appeared and I did the Coral reactor event, I discovered the model of Red XIII in the bottom right, just sitting there. It didn't have collision and couldn't be talked to, and Red XIII was in the house with Yuffie as was intended. Below I have included two pictures taken a minute apart from the other. One of Red XIII in his proper position, and another of me standing inside his model outside.

https://i.gyazo.com/e804298c1d3adff799972333bf709018.png

https://i.gyazo.com/b38a5aa11cc09112394810d3dbe1a439.png

Not seen that one before but it's probably been there since the scripts there were first altered. Well spotted.

Hey, I installed this mod through 7th Heaven and I'm liking it a lot, but I just realised 7th Heaven installed version 1.4 and 1.5 is the newest... I've just finished Midgar and I'm on the way to Kalm. Would it be safe for me to upgrade from 1.4 to 1.5 at this point in the game? Having a quick glance at the changelog, there seems to be a lot of balancing improvements, so I'd like to upgrade if possible.

I think you should be OK to upgrade that early on. If you encounter any trouble though then let me know.

Okay, funny thing ! I don't quite like the new stats and materia equip effects, so wanted to take it back to the original. I just pasted the original kernel.bin to the modded folder. I went down from the train at the start of the game, dunno why Cloud had 0 Spirit and Luck, Vitality 46, the rest seemed normal, then I went into the shinra guards and... Battle was in a World Field with other enemies and well... Cloud died xD

I see it's not that hard to change the stats and materia effects, but I'll have to rewrite all the tables for the stats curves, right ? That's gonna be tedious... May I break something if I do ? I'll use your Materia Keeper tool and WallMarket too (I'll probably mess up a bit with materia's IDs for effect change, because I think you also changed those, right ?)

The materia equip effects are in the executable rather than the kernel. A default exe can be used with NT without any issues; you'll lose a couple of conveniences like a 65,000 HP sense limit or cure magic ignoring MBarrier.

If you change the kernel without synching the scene.bin, then the lookup tables for encounters will be misaligned and the wrong ones get loaded in. If you put in a default kernel, open NT's scene.bin with the proud clod tool (prc) and just hit file/save (or create in older builds). A prompt to check kernel will appear, select yes and hit yes again when it prompts to auto-fix the lookup table.

One thing to watch out for, the steam version uses a scene and kernel from the lang-en folder rather than the data/battle and kernel folders so it might synch the wrong kernel. Copy over the data/kernel files into lang-en/kernel if you're not sure which kernel it synched.

Hello Sega Chief, hello all.

So, this is my first post in here, and I first wanted to say that FF7 is my all time favorite game, at least it was up until I tried your mod. Now your mod is my all time favorite game. This is simply amazing, and I wanted to congratulate and thank you for that!

Yet, I think I've got an issue at the end of the game:
Spoiler: show
I'm nearly done with everything (killed everything, done almost everything). Yet, I'm kinda stuck in what appears to be a bug at the very end of the game. So here is what happens: I play Arrange mode on NT1.5. Everything was perfect, bar a few exceptions (notably encouter errors in the dark cave for some reason, and I can't seem to get the Tifa 4th limit break sidequest to boot - if you wish to, I can give you more details about that).

Yet, I defeat the last battle and get to Mr. Smile, but it doesn't seem to work properly: Mr. Smile just tells me his usual stuff: (even though I'm rank 8 on all characters - Aerith alive and the last weird "???" spot at the end still being that, dunno if relevant -) he tells me to fight further and to come back to him later, and not that I beat the game (what he is supposed to tell me if I understand correctly). And then I'm stuck. Either I choose the first option and he tells me to fight further, and then brings me to the Nibel reactor with only Cloud (!!), either I try to quit (last option), and I'm stuck forever on his screen.


Did I do something wrong? I did some research and couldn't find anything conclusive (except what is supposed to happen normally on some video). That's why I think I need your help :)

Obviously, I can give a lot more details if you wish.

CU! :)

I think in the latest update I fixed the ending behaviour; check the 1st page of this thread for an installer (or IRO if you're using 7th heaven) and use that instead. It should play the ending correctly.

Some info on the bug; there was a routine that checked whether any rank ups had been used. But the variables handing it were changed to make it easier to maintain and this check began to return true even if rank ups had been used. I removed the check and script altogether to get rid of it.
« Last Edit: 2019-07-02 18:17:05 by Sega Chief »

Loveless

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8112 on: 2019-07-02 19:51:12 »
I think in the latest update I fixed the ending behaviour; check the 1st page of this thread for an installer (or IRO if you're using 7th heaven) and use that instead. It should play the ending correctly.

Some info on the bug; there was a routine that checked whether any rank ups had been used. But the variables handing it were changed to make it easier to maintain and this check began to return true even if rank ups had been used. I removed the check and script altogether to get rid of it.
I see. I just tried and it indeed worked! I got to see the ending screen :)

Thank you very much!

Ryudude86

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8113 on: 2019-07-02 21:52:10 »
I'm not sure if this has been asked but I saved over my only file while completing through the end of the game.   Can't quite figure out how to continue without just fighting the bosses again.  Am i missing something or did i mess up.

Edit:  Used a save editor to change my location in the game.  This reply can be deleted. 
« Last Edit: 2019-07-02 23:45:55 by Ryudude86 »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8114 on: 2019-07-03 00:05:42 »
I see. I just tried and it indeed worked! I got to see the ending screen :)

Thank you very much!

That's good to hear, sorry for the trouble.

I'm not sure if this has been asked but I saved over my only file while completing through the end of the game.   Can't quite figure out how to continue without just fighting the bosses again.  Am i missing something or did i mess up.

Edit:  Used a save editor to change my location in the game.  This reply can be deleted. 

Ah, no worries.

Batcow

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8115 on: 2019-07-03 07:07:50 »
I think you should be OK to upgrade that early on. If you encounter any trouble though then let me know.

Seems to have transitioned smoothly so far. :)
I'm already appreciating the materia stat rebalances a lot.

Dio Holy Diver

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8116 on: 2019-07-03 07:45:57 »
I think if you buff up Cait's defence slightly by swapping out that platinum bangle for something then it might get a bit easier. If he has some more linked slots for defensive Materia then that could help pull your team a bit more together in maintaining HP/buffs.

Cloud seems fine for strength, so long as he's got Earth + Elemental in his weapon or something. Those independent Materia can't be linked with Support Materia so depending on what the supports are they may be hampering his stats slightly.

Aeris seems all right as well; do you have Contain? Break is an excellent spell for this.

Thing with the fight is to go in hard from the start, it gets a lot tougher if he's able to finish two attack cycles. Carry a Destruct Materia in case this happens as you'll want to dispel the spell buffs he gets when Overthrow is triggered. Also, Shield should have been in one of the chests on the first screen of the Crater; that can nullify all of Tyrant's physical attacks which'll be useful for your tank (and the rest of the party if using Cover).

This was a lot of help, thank you!  Used all of your suggestions and killed it first time.  I basically spammed Break / Quake 3 with Aeris and Cait Sith and had Cloud attack with Elemental + Earth.  He did manage to do two buff cycles so it was starting to get a little difficult, and I ended up having to use a Mega-Elixer.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8117 on: 2019-07-03 08:00:39 »
Seems to have transitioned smoothly so far. :)
I'm already appreciating the materia stat rebalances a lot.

They can creep up on you if not careful, especially the vit penalty.

This was a lot of help, thank you!  Used all of your suggestions and killed it first time.  I basically spammed Break / Quake 3 with Aeris and Cait Sith and had Cloud attack with Elemental + Earth.  He did manage to do two buff cycles so it was starting to get a little difficult, and I ended up having to use a Mega-Elixer.

That's good to hear, if you want to discuss strategy for any boss then let me know.

Frost_Bytes

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8118 on: 2019-07-03 08:32:19 »
Is this mod supposed to be giving random encounters from all over the game? in the first area I'm getting encounters from late game. enemies dealing 8-14k damage. Literally impossible to defeat them this early lol

Batcow

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8119 on: 2019-07-03 10:26:56 »
Is this mod supposed to be giving random encounters from all over the game? in the first area I'm getting encounters from late game. enemies dealing 8-14k damage. Literally impossible to defeat them this early lol

It sounds like something went wrong with kernel.bin, I think the advice is to make sure your game files are outside of protected folders like program files and do the install again.

I might be having some problems of my own too. I got up to Mr Smile and noticed source points only give +1 each. Is this an indication that my .exe wasn't properly patched? Potions seem to be healing 300 HP in and out of combat, which should be a sign my .exe is fine, right?

Smashgunner

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Another bug report!
« Reply #8120 on: 2019-07-03 10:59:59 »
Hello once again! I've dropped by again for two different bug reports this time! The first that I have to mention is the room below:

https://i.gyazo.com/fb3b70a2c482f460a0aaf88686c65d34.png

For whatever reason, in this room and only this room, Clouds model does not walk. It simply slides around. I have no clue why but I thought I would let you know. Second, in regards to the "Cave of Gi" If you return for a second time and go to the very end, it will trigger a cutscene from part 1 and crash the game. I have to assume this is because of event flags.

OOOFloW

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8121 on: 2019-07-03 11:41:02 »
Obligatory this mod is great

That said... my compulsory completionism is acting up... I want to morph everything, steal every item, miss nothing, and documentation seems limited.

So I was able to morph Shake (2nd boss on the Wutai pagoda climb), but I wasn't able to steal from him. Where/how do I find out what item I missed?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8122 on: 2019-07-03 17:25:37 »
Is this mod supposed to be giving random encounters from all over the game? in the first area I'm getting encounters from late game. enemies dealing 8-14k damage. Literally impossible to defeat them this early lol

No, this is either a thing that can be caused by 7th Heaven not being set up properly (or the installer failing to patch the kernel due to file security) or it might be a mod conflict that's enforcing the default encounter table (Playable Jessie in the Reactor can cause this).

If this glitch occurs with only NT running as the active mod, then we can assume it'sd a set-up/installation problem. You'll need to check through each step again in this instance; the process has a lot of pitfalls.

For the best chance of success, uninstall/wipe the game files and then reinstall the base game in a folder that's not in program folders as these have system protection against data injection, overwrites, etc. Make sure the game converter and 7th Heaven's executable are also unblocked via properties and running as admin.

When running IROs through the game, fastest way to check if the kernel has been patched is to open up the menu when the game has started and checking the item descriptions. Potions should read as Restores 300HP instead of 100, and your Cure spell should be costing 10MP instead of 5MP.

If NT works fine on its own, then it's a mod conflict. For the most part the graphical mods should be compatible but I think things like Grimmy's Jessie mod enforces default encounters which causes issues through the 1st Reactor.

Finally, if not using 7th Heaven and instead using the regular installer I made, then it's probably just a security issue; make sure the installer has the appropriate writing permissions or if that doesn't work then try installing the game outside of system folders. Your antivirus can also interfere sometimes. If it still doesn't take, then I have an emergency direct patch you can use instead.

It sounds like something went wrong with kernel.bin, I think the advice is to make sure your game files are outside of protected folders like program files and do the install again.

I might be having some problems of my own too. I got up to Mr Smile and noticed source points only give +1 each. Is this an indication that my .exe wasn't properly patched? Potions seem to be healing 300 HP in and out of combat, which should be a sign my .exe is fine, right?

I changed the sources back to 1:1 because if the executable patch failed for whatever reason it would leave players with characters severely under-statted. The other exe specific features aren't as critical/don't have permanent consequences (things like Sense Limit being raised, potions healing 300 in the field screen menu instead of 100).

If your potions are healing 300 in field menus then your .exe is patched correctly.


Hello once again! I've dropped by again for two different bug reports this time! The first that I have to mention is the room below:

https://i.gyazo.com/fb3b70a2c482f460a0aaf88686c65d34.png

For whatever reason, in this room and only this room, Clouds model does not walk. It simply slides around. I have no clue why but I thought I would let you know. Second, in regards to the "Cave of Gi" If you return for a second time and go to the very end, it will trigger a cutscene from part 1 and crash the game. I have to assume this is because of event flags.

The sliding thing is to do with Barret running around with an alternate idle/walk/run cycle, which I think gets applied to Cloud. Cloud doesn't have those anims but he's getting set up to use them is my guess.

As for the Cave of the Gi, that's a bit more serious as the scene intended to play is for Red XIII's Lv4 Limit boss fight. Are you on Disc 3 and is Red XIII in your party when you get access to the cave again?


Obligatory this mod is great

That said... my compulsory completionism is acting up... I want to morph everything, steal every item, miss nothing, and documentation seems limited.

So I was able to morph Shake (2nd boss on the Wutai pagoda climb), but I wasn't able to steal from him. Where/how do I find out what item I missed?

There's a tool called proud clod (prc) that can open the game's scene.bin (located in the ff7/data/battle folder) and which shows all the enemy data (including their drops, steals, and morphs); at present, that's probably the most accurate way of finding out. There was a spreadsheet with this information but it's not 100% up to date.

Link to the tool
http://forums.qhimm.com/index.php?topic=8481.0

jkx27

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8123 on: 2019-07-03 20:35:23 »
Hey Sega, loving your mod so far! Just wanted to report a bug, not sure if it's been posted here already. I just reached the underwater reactor at Junon, well the short section right before it anyway. Whenever I encounter a Soldier 2nd Class enemy, there's something he does that's causing a softlock. I assume it's something to do with an error in his AI script, I'm not sure what exactly he tries to do that causes the softlock but I know for a fact the problem lies with him. He comes with two other enemies, these pink robots (forgot their names) if that matters. Anyway, thanks for this amazing mod and keep up the great work!

Smashgunner

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8124 on: 2019-07-03 21:18:38 »

The sliding thing is to do with Barret running around with an alternate idle/walk/run cycle, which I think gets applied to Cloud. Cloud doesn't have those anims but he's getting set up to use them is my guess.

As for the Cave of the Gi, that's a bit more serious as the scene intended to play is for Red XIII's Lv4 Limit boss fight. Are you on Disc 3 and is Red XIII in your party when you get access to the cave again?



I am indeed on disk three, and I did have Red XIII in the party when I unlocked the cave, but when I actually went down to the cave itself I did not have Red in the party.