Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4964614 times)

Yuffie1983

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2575 on: 2016-01-20 18:58:18 »
Hello Mr Chief, can I ask something are all the enemy skills in the game obtainable from the original enemies you got them from. I.E Aqualung from Jenova Life, Harpy. Or has changed. Thank you for your response.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2576 on: 2016-01-20 19:28:32 »
The skills still available from their original hosts are:

-) Frog Song
-) L5 Suicide (L4 Suicide)
-) Vital Hammer (Magic Hammer)
-) White Wind
-) Stasis Lock (Angel Whisper)
-) Big Guard
-) Death Force
-) Antipode (Flamethrower)
-) Laser
-) Matra Magic
-) Bad Breath
-) ? ? ? ? (the one that deals damage equal to your missing HP)
-) Goblin Punch (also available from inside Gongaga)
-) Chocobuckle
-) L5 Death
-) Death Sentence

Beta, Aqualung, and Trine were moved further back; Beta from Stilva, Aqua from Garuda, and Trine from the new Thundercracker enemy on Mt. Nibel. You can learn Alpha (formerly Roulette) from the Midgar Zolom. Shadow Flare is used by some of the later Extra Battle bosses like Tyrant. Pandora's Box & Dragon Force are learned from 2 of the 3 special fights that are now available from the Kalm Traveler; the bosses holding them use these skills on your party when they're defeated (for Box, having someone capable of absorbing Hidden is a very good idea).

Yuffie1983

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2577 on: 2016-01-20 19:36:42 »
The skills still available from their original hosts are:

-) Frog Song
-) L5 Suicide (L4 Suicide)
-) Vital Hammer (Magic Hammer)
-) White Wind
-) Stasis Lock (Angel Whisper)
-) Big Guard
-) Death Force
-) Antipode (Flamethrower)
-) Laser
-) Matra Magic
-) Bad Breath
-) ? ? ? ? (the one that deals damage equal to your missing HP)
-) Goblin Punch (also available from inside Gongaga)
-) Chocobuckle
-) L5 Death
-) Death Sentence

Beta, Aqualung, and Trine were moved further back; Beta from Stilva, Aqua from Garuda, and Trine from the new Thundercracker enemy on Mt. Nibel. You can learn Alpha (formerly Roulette) from the Midgar Zolom. Shadow Flare is used by some of the later Extra Battle bosses like Tyrant. Pandora's Box & Dragon Force are learned from 2 of the 3 special fights that are now available from the Kalm Traveler; the bosses holding them use these skills on your party when they're defeated (for Box, having someone capable of absorbing Hidden is a very good idea).

Thank you very much for the quick and detailed response, very big help. ;D

eXistenZe

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2578 on: 2016-01-20 20:54:04 »
Hey there.
Can I ask you if there are some save editing features that are incompatible with NT? I'm guessing stat editing and likewise... If there is some bug that needs compensating or fixing (without updating and starting over), for example, can we use black chocobo?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2579 on: 2016-01-21 06:27:55 »
I think you can use it, so long as you avoid changing the following:

-) Character Lv/EXP (NT uses custom arcs, but Black Chocobo uses it's own built-in arcs which are set to default values. Even leveling up/down will auto-adjust EXP, etc.

-) You can add stats via 'sources used' but be wary of adding too many and then visiting the Rank-Up screen; in the current build, if you can't spend them all (as in, you end up with 255 in a stat) then you get stuck in an endless loop.

-) Equipment/Items can be adjusted with no problems.

-) Materia can be added/edited, just remember that NT uses adjusted AP. Mastered will always mean Mastered though so no problems should pop up there. Disabled Materia still have their original functions so Long Range, Stat Plus, etc. can be used. Worst that can happen with this is that you set a Materia to, say, Lv.2 and then in-game it's still Lv.1 or something but if you master it then it won't adjust down (Mastered is considered a maxed out value).

-) I don't think it has any variable editing outside of the experimental section, but be careful about using anything like that anyway.

Beyond that, should be fine. I think adding chocobo stables is actually quite touch and go, even if adding them to a vanilla game. There's a bunch of variables attached to them. Safest bet is to buy all the stables normally and then add the desired chocobo to them with the editor if you want to do that.

Rasca

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2580 on: 2016-01-21 06:34:10 »
I'm keeping a change-log this time in a notepad that goes over all of the changes, what they are, and why they were implemented so don't worry about trawling the thread.

Cool.

I'll keep myself busy until 1.40. Take it easy!

HeaN

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2581 on: 2016-01-22 15:11:38 »
I'm still waiting the 1.4 :D So excited. I think you need some more donations to get motivated!

Ginko88

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2582 on: 2016-01-23 09:45:07 »
Hi there,

I've got the same issue than narf2010. The NT mod works fine until i try to patch the .exe file. I've tried on both 98 and 2012 version and the game just won't start with the modified .exe.  :-(

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2583 on: 2016-01-23 17:04:28 »
Odd that the 98 version wouldn't work with it. Only thing I can think of is either 7H interfering, or maybe it's because the '98 version I made the .EXE with was patched with Aali's Driver + 1.02 patch? I remember there being executables (FF7.exe and FF7Config.exe) in both of those that overwrite the original ones which come with the game; maybe the NT FF7.exe won't work with an original unpatched FF7Config.exe? Those'd be my best guess.

Ginko88

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2584 on: 2016-01-24 12:21:51 »
yep my 98 version has the 1.02 patch (ff7.exe and config) and the last aali's driver version(0.8b) .

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2585 on: 2016-01-24 16:40:08 »
Then I've no idea; unless you're launching it with 7H or it's a different language, maybe.

Ginko88

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2586 on: 2016-01-25 09:21:09 »
Ah maybe it is because i play on a french 98 version, i'll try to get an eng one. Thx for the help and thx for this mod, great work !   ;D

eXistenZe

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2587 on: 2016-01-25 09:34:12 »
Hey there.

Can you run 7th Heaven with the exe from NT? Or do we absolutely need the exe from the conversion install?

EQ2Alyza

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2588 on: 2016-01-25 12:31:42 »
Hey there.

Can you run 7th Heaven with the exe from NT? Or do we absolutely need the exe from the conversion install?

They're the same.

eXistenZe

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2589 on: 2016-01-25 15:59:58 »
Isn't there a change to support the menu overhaul?

And the mod itself is also the same or are there some other compatibility changes?

Mithrain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2590 on: 2016-01-25 16:58:03 »
A while back you mentioned that we were getting the "missing" plus-materias. Will we also be able to obtain Long Range again? :>

Also, where's the next videos? :D

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2591 on: 2016-01-25 18:05:38 »
Isn't there a change to support the menu overhaul?

And the mod itself is also the same or are there some other compatibility changes?

It should be the same overall; I'm not sure what the situation is with the .EXEs, but I think it'd be best to avoid using it in any case. It has balancing problems.

A while back you mentioned that we were getting the "missing" plus-materias. Will we also be able to obtain Long Range again? :>

Also, where's the next videos? :D

Plus Materia yes, Long Range maybe. Big maybe.

Vids take a couple of hours to get done. Hours that could be spent on NT :v

Mithrain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2592 on: 2016-01-25 18:33:41 »
Vids take a couple of hours to get done. Hours that could be spent on NT :v
Ah right. Never mind that then, carry on. o/

eXistenZe

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2593 on: 2016-01-25 20:59:19 »
So we should play NT without the exe?

lionheart82

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2594 on: 2016-01-25 22:04:10 »
From what existenze mentioned.
If i understood correctly does that mean that nt 1.40 will be incompatible with MO? Segachief you said it has balancing problems and should be avoided? Can you clarify?
« Last Edit: 2016-01-25 22:07:40 by lionheart82 »

Dyrak

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2595 on: 2016-01-26 04:10:17 »
Hi Sega Chief.

Here is a bug report. I didn't read the 100+ of this thread so maybe it has already been reported.

Bug: It seems that if your Strength gets >255, then it comes back down to 0.

Facts: What happened to me is that Tifa has like 242 STR. When she hits, she does normal damages. Then if I put some materias on het that boost het STR such that it is over 255, she now hits for 1 damage.

I am playing on the steam version zith the NT mod (advanced) and the custom mod for materias.
Hope this can help.

BTW, I LOOOOVE this mod!!! It's by far the best FF7 mod I have tested so far. Thank you for all your work. Can't wait for the 1.4 :-)

Dyrak

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2596 on: 2016-01-26 04:13:28 »
Hi Sega Chief.

Here is a bug report. I didn't read the 100+ of this thread so maybe it has already been reported.

Bug: It seems that if your Strength gets >255, then it comes back down to 0.

Facts: What happened to me is that Tifa has like 242 STR. When she hits, she does normal damages. Then if I put some materias on het that boost het STR such that it is over 255, she now hits for 1 damage.

I am playing on the steam version zith the NT mod (advanced) and the custom mod for materias.
Hope this can help.

BTW, I LOOOOVE this mod!!! It's by far the best FF7 mod I have tested so far. Thank you for all your work. Can't wait for the 1.4 :-)

Oh and the same thing appears if Tifa has like 245 STR and she gets the bonus from the Sense materia.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2597 on: 2016-01-26 06:32:49 »
So we should play NT without the exe?

From what existenze mentioned.
If i understood correctly does that mean that nt 1.40 will be incompatible with MO? Segachief you said it has balancing problems and should be avoided? Can you clarify?

The .EXE I made was an experiment to adjust materia equip bonuses/penalties, enable enemies to use the long-range flag on some of their physical attacks (machine guns, for instance) and the strength/effects of Limit Breaks. It's not really a part of NT (it can be used with the vanilla game as well), more of an optional add-on for it. Problem is, NT has changed gradually over time and so the .EXE no longer meshes too well with it; I also messed up Limits and made them far too weak to be useful.

What isn't balanced is the Arrange Mode within NT, and what can often happen is that people will play NT on Arrange Mode with the .EXE installed which makes for a pretty horrible experience (the Gunner bosses in the Shinra HQ elevator are a good example). When I've finished Arrange properly in 1.4, it'll be much more like I originally intended it to be; a remixed version of standard NT, slightly more difficult with a few events and items changed around. Something for a 2nd playthrough, rather than a 1st time run.

Hi Sega Chief.

Here is a bug report. I didn't read the 100+ of this thread so maybe it has already been reported.

Bug: It seems that if your Strength gets >255, then it comes back down to 0.

Facts: What happened to me is that Tifa has like 242 STR. When she hits, she does normal damages. Then if I put some materias on het that boost het STR such that it is over 255, she now hits for 1 damage.

I am playing on the steam version zith the NT mod (advanced) and the custom mod for materias.
Hope this can help.

BTW, I LOOOOVE this mod!!! It's by far the best FF7 mod I have tested so far. Thank you for all your work. Can't wait for the 1.4 :-)

Yo bud, I think it was mentioned but appreciate it all the same. I've added some checks to the innates to prevent them rising over a certain value (though Tifa's one was changed completely).

eXistenZe

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2598 on: 2016-01-26 08:10:57 »
I thought arrange mode was actually the big part of the mod, the new stuff and all. Am I wrong?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2599 on: 2016-01-26 08:11:56 »
Everything's in original mode; arrange in the current build just makes enemies hit a little harder and use slightly different attacks. I'll need to change those descriptions/the name of Original to make it clearer; quite a few people have thought Original meant the default game.