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Messages - Sega Chief

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So I want to play on hard mode but I'd rather not grind for steal/morph gil.  In fact, I don't really care about gil at all in this game-- is there a way to disable the no gil mechanic?  Or is there some cheat I can do to just give myself infinite gil?

Edit: Okay I just used the Black Chocobo trainer to modify my gil so I suppose that works.  Will you consider an option to disable the gil mechanic?  Everything else about hard mode sounds great! Thank you for the mod.  I'm really enjoying it!  I especially loved the "reward" from Heidegger for completely failing the Junon military reception minigame haha.

I did have trouble getting the Key to the Basement in Shinra mansion.  I checked all the chests and they didn't have the key as I read on this forum.  The chest next to the safe still remains the Enemy Launcher with the note on the lid.  Opening the safe gives Odin but no key as expected.  This was on Game Type A - Hard mode (started on regular).  I was able to get past it by adding the key item using Black Chocobo trainer.

Yeah, the gil thing hasn't been too popular so will probably be shelved; although will be working on a stand-alone hard-mode mod next year at some point.

About the key, this is one of those things where I'm kind of having to figure out what's been done here as I've completely forgotten; from the script, it looks like Vincent was made mandatory by having the basement key 'unlock' the lab part of the basement instead, meaning he has to be talked to in order to advance (with his own room now unlocked by default). The key used to be in a chest I think in older builds so that Vincent wasn't tied behind unlocking the safe.

If you've not recruited Vincent, I think it should be fine; his conditional checks in the script should all still be intact but if you do encounter problems I'd nip back and grab him.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-09-30 14:01:51 »
So I am experiencing it everywhere, but I have been testing in the Sector 5 Slums during the random encounters with the bandits. My save point toggle for changing between field and normal options are there but they don't appear to be actively changing anything. The battle ends and victory fanfare does not play, it just transitions back to the field music seemlessly. 

Ah about that; the change won't take proper effect until you leave that field screen; if you toggle it and then get into battles while still on the same screen it won't have updated the music behaviour yet because it's been set to do it on field load instead of when the toggle is made (an oversight on my part at the time when I originally set this up).

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-09-29 10:31:45 »
First off incredible work! Absolutely radiating new life into the game. I've been smiling like an idiot discovering all the new things.

This newest update seems to have broken some compatibility with the excellent music mod ReMusic 1.5. Even with the compatibility option for A New Threat on - It seems like the newest update is preventing the victory fanfare theme from playing after battle. Any chance you and that mod author can get them working properly together again with the latest NT version?

Will ask them about it; but just to check first, have you got the field music for battles option toggled on at a save point? That would prevent the victory fanfare from playing as it uses a battle mode that just keeps the field music playing instead of the usual battle theme + fanfare. Certain areas may also have the fanfare off (like the corel train sequence for instance).

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-09-28 18:51:04 »
Mod updated to 2.09991

Spoiler: show
-) 2x-Cut altered to avoid a softlock issue when used by weapons with innate All targeting
-) Reverted change to 3D-Battler (matches decided after 10 hits instead of 5) due to softlock
-) Fixed coords of Gongaga 1/35 soldier (credit to Vdain for spotting it)
-) Disabled use of flowers key item due to collision problems
-) IRO Only; char.lgp had vanilla files removed which affected mod compatibility

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999)
« on: 2022-09-21 10:14:54 »
Hey ya,

Can you only use the dialogue revamp from this mod or it's all or nothing?

I've got a combat-only version in the works, it just needs testing.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999)
« on: 2022-08-22 14:42:57 »
Looks like it works now; thank you!

I saw earlier in this thread you were talking about revamping hard mode. I've personally found the lack of free gil a welcome challenge when paired with a level cap (so that grinding for saleable items doesn't make the party over powered). For example:
Spoiler: show
In an earlier attempt at hard mode I spent some time stealing ethers in the train graveyard after picking up Tifa to be able to afford a second steal and restore materia for the Airbuster fight. However, just that little bit of early grinding set me up to be high-enough level for all of Midgar to be trivial.

In my latest run-through, I only let the party get to level 8 before getting on the train, despite doing a similar amount of grinding for items, and didn't allow them to hit level 9 until after they beat Airbuster. That method of only allowing one level per story milestone made all of Midgar much more interesting.

Perhaps making something like that an official part of hard mode might be enough to get the challenge level to where you want it?

The original builds of the mod (1.0 up until maybe 1.2-1.3?) had a level cap built into it where enemies would check the level of participants and then 0 their EXP if it exceeded whatever value was set. Could resurrect that for this stand-alone hard mod, if it gets made.

Hello, sorry if the question has already been answered, but is it possible to play this mod in german language?

I'm afraid there's no german translation of the mod currently that I'm aware of; the 1.5 build of the mod was translated into spanish by a user called Markul (he maintains that build as his own), and I think satsuki or mexico on translated it into French (unsure about that, I may be mis-remembering).

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999)
« on: 2022-08-19 12:07:31 »
Had to update prematurely, I left the red materia cave boss HP low for testing by mistake. We're on 2.0999 now; only change was to their HP.

Hi Sega,

I have some requests for version 2.1 if you do eventually create one. A while ago, I suggested that Aeris (if she is revived) should have a stronger reaction to Cloud handing over the Black Materia to Sephiroth at the Northern Crater in Disc 2. Currently, she is pretty much a passive observer to the whole event; which is very odd from a story perspective. Hopefully, you can add some dialogue for her in version 2.1 to make the whole event more coherent. 

I also did suggest having Aeris collaborate with Tifa to "fix" Cloud's mind in the lifestream during the Mideel sequence since in the OG, it was left ambiguous as how Tifa's (and Cloud's) mind survived after drowning in the lifestream. I understand that you were very reluctant to make this modification previously, but I hope that you will take this suggestion onboard this time around.

This one will be difficult but it will be good to have more story modifications (akin to the Midgar part) to the Type B version of NT; if possible.

Thanks for all your hard work.

We discussed this idea before, and I'm not keen on the Mideel part of it. I can't recall what I said before, but that character doesn't really have anything to do with that scene in general; it's Cloud and Tifa figuring things out around the events of Nibelheim. I'd rather leave the how of it ambiguous than use Aeris like some sort of magic bullet to explain it away and then have her hanging around for that whole thing like a third wheel.

I'll look at the black materia scene though, from what I recall the 3rd character you take with you will usually just kind of stand there in idle for the whole scene. This carried over from vanilla, so what I could do is try and rectify that to a small extent. Nothing major, just something so it doesn't seem as odd.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.998)
« on: 2022-08-19 01:59:33 »
Ah, I see, I wasn't aware of this. If that's the case, then that's fine. I don't mind that. I was just worried that the feature wasn't working properly. If changing the music behaviour requires too much work, then you don't have to worry about that.

So it would require a lot of work / would be hard ?

I have a request for 2.1. Could you please make it so that Aerith can only be revived in Game Type B? I really like the content partitioning between Game Type A and B, A being essentially a "vanilla+" experience, while B goes buck wild with changes. But the possibility of saving Aerith does not jive with the rest of the vanilla+ experience that is Game Type A. I know some people who are adamant about not wanting to touch New Threat because of the possibility of saving Aerith, and altering the game's story, being merely present, while at the same time being interested in the new game systems and mechanics. If saving Aerith was scrubbed from Type A, I know that it would get more people to try out the mod. The new bosses aren't an issue because the crazy endgame bosses are locked behind a flag that is only triggered when you reach the very end of the last dungeon, which everyone only reaches after they have experienced the vanilla endgame. And the couple of mandatory new bosses such as the Nemesis Scorpion tank are minor and are well-integrated into the lore.

I know you've been resistant to this request in the past, but I would seriously appreciate it if you could reconsider. New Threat might have been known as "the mod that lets you save Aerith" in the past, but I think this reputation lapsed years ago. New Threat is bigger than this now, and I truly believe that the mod would benefit from secluding Saving Aerith to Game Type B because it would cater to a bigger demographic.


Thank you.

It's pretty late and I'll need to think about this; if anyone has an opinion on it, then feel free to chime in. I did actually consider locking it to Type B a few times during the development of 2.0 but I had a couple of reasons for not doing that in the end, will go over those tomorrow. I'm open to changing my mind though.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.998)
« on: 2022-08-18 16:06:53 »
I'd like to report a minor bug. In the Sector 1 reactor, at the beginning of the game, the Field Music parameter doesn't work for regular battles (before the player triggers the bomb timer). I turned on the Field Music option as soon as I got to the save point before the bomb setup, immediately got a battle, and noticed that the regular battle music was still playing. It seems to be an issue only in this moment though; I loaded a different save and got into a battle elsewhere, and the field music option was working fine in battle.

Maybe it's just an incorrect flag somewhere?

There are lore implications with Cloud using the Masamune that perhaps would be too weird. Maybe for Game Type B it would be fine.

What do you think about adding a side quest that ends with the Buster Sword getting powered up to become Cloud's best weapon? I think that'd be super cool. The Buster Sword is Cloud's canonical sword; it'd be nice if he would circle back to using it at the end. Similarly to the Masamune in Chrono Trigger for Frog.

It seems that when the flag is toggled, it won't affect the music until you visit the next screen. When I get a bit of time, I could sit down and add the music behaviour change itself to each save point's toggle function so that it's being immediately changed rather than only taking effect when the next screen loads.

Would like to power up older weapons in some way, but think it needs a separate kernel or some way to modify the static values loaded in by the kernel while the game is running.

Is this in the scene before the battle, or in the actual battle itself? It could be the camera data needs to be adjusted on my end if the party is off-screen. If it is in-battle, try toggling the camera mode to the other setting in the menu>config; I tend to do all my testing with the normal camera mode, rather than fixed.

During battle.  I've tried both camera options and they're still off screen.  It must be a problem on my end because I've seen recent playthroughs of the mod on YT and no one had the issue.

Edit:  Got it.  I've been running the 60FPS mod, it apparently bugs out this battle camera. 

Gotcha; thanks for letting me know. I'll see if I can alter the battle camera somehow to avoid this.


Patch is up, 2.0998
Spoiler: show
-) Disabled encounters during Church barrels scene
-) Tweaked save option pre-Bizarro boss (can save after each party reorganisation instead of once only)
-) Improved scene handling in final area (saving, fade transitions, character placement)
-) Fixed party leader support for secret event (North Crater, Type B)
-) Added minor visual use for Flowers key item during two potential scenes
-) Added logic to check for escape during Red Materia cave boss battle (was unable to replicate exploit but added anyway)
-) Adjustment to Hojo dialogue (Mako Cannon, Disc 2)
-) Fixed toggle for No Exp at Kalm Savepoint
-) Reverted change to Ultimate weapons (special formulas, 0 base power)

I'm about to run out of numbers, maybe it's time to jump up to 2.1 soon?

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-08-16 09:52:10 »
Hey Sega Chief!

Thanks for the mod; I'm really loving is so far. I'm attempting a limited XP run in hard mode, where I allow myself to level only once after each story milestone. I just made it out of Midgar at level 12, and the challenge so far has been just right -- I actually have to think about the mechanics of each boss fight but they're not huge slogs.

I'm having an issue with a bug, however, that's preventing me from moving forward.

The save crystal in Kalm won't allow me to toggle the XP setting. Specifically, it's locked whichever way I have it set at the crystal in Shinra HQ floor 70 post-Rufus. Selecting the option to toggle XP from the menu brings up the message that would normally appear, but with the same option that was already selected. Going into battle afterward confirms that it is not just a graphical glitch. I'm not sure if it's a problem with just that particular crystal or if it persists past this point.

Thanks again for all the work you do on this!

I'll check that save point and update it tonight.

Hey guys, 10 hours deep into the mod and I'm loving it.  I've run into a problem though and I'm not sure how to fix it.

 The battle at Gongaga Reactor, My party is not fitting into the screen.  I tried Stretching the screen in the launcher
and that didn't help.  I'm sure its just something minor but for the life of me I can't figure it out.

Is this in the scene before the battle, or in the actual battle itself? It could be the camera data needs to be adjusted on my end if the party is off-screen. If it is in-battle, try toggling the camera mode to the other setting in the menu>config; I tend to do all my testing with the normal camera mode, rather than fixed.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-08-03 12:45:03 »
Ah my bad, the documentation doesn't specify which Godo encounter; I'll update it.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-07-29 10:35:55 »
In game mode B you can morph the Organics and Enhance Sword from
Spoiler: show
the C S Yin Yang Boss in the Shinra mansion safe.
Organics is a cool reward at this point, but I feel as the Enhance sword has 40 attack, full paired slots and double growth this may be a bit early to get this "end game" weapon, my thoughts are maybe adjusting the weapon's stats or changing these enemies morph items.

Just my 2pence, I think the ultimate weapons should keep their special damage formulas :)
it makes them more interesting to use, I like how cloud's ultimate weapon has an opacity visual as to the damage it will do, and Yuffie's can use morph at full attack power. Things like this make experimenting with them more fun.

Yeah you're right, I'm taking the easy way out there; I should track down the remaining formulas and modify them, rather than remove them, that's the proper way of doing this.

Will also look at that boss' morphs.

Just an idea. I think removing one of Cloud's weapons and replacing it with the Masamune would be nice, making it exclusive to Cloud (maybe the Rune Blade or Crystal Sword, I never liked the look of these). I like the idea of the quest to get it (though I would make it alot more difficult).... and also maybe changing the name of the weapon as the Masamune is Sephiroth's sword, kinda doesn't make sense that your party and Sephiroth both have it.
I would suggest possibly naming it Kaneuji.

"Shizu Saburo Kaneuji
Lived in Yamato province before going to Mino to study under Masamune where his style radically changed. His swords are most like those of Masamune and quite often confused with his. The Mishina school can trace its history back to Kaneuji and Masamune."

It'd be interesting to add the actual Masamune model for Cloud to use but I'm reluctant to replace other weapons for it.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-07-28 15:41:36 »
Hey SC! Your changelog for 2.0996 states "Adjusted Ultimate Weapons; removed special formulas and gave them high base power instead (+30 ahead regular weapons)"
I had a peek at the Kernel and the Ultimate Weapons still have special damage formulas as of 2.0997.

Ah, I was testing things out with them one more time (was on the fence about whether removing those formulas was a good idea or not) and must have gotten my kernels mixed up. I'll sort that out in the next update.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-07-22 11:35:26 »
Can you make it so the items you're giving people through the course of the game are not the 'same' as the stolen items, and the stolen item versions are worth '1 gil'? This would give you that affect right? My only issue is I felt confused as to how gil was supposed to function. Super enjoying the game so far. Would also need to readjust the sell value of things like ethers as those are quite farmable.

It's difficult to get balance right between what's tedious and what's actually difficult.

Prime example is enemy HP: you definitely need more meat on stuff for hard mode, but if you just buff everything into infinity then it just turns into a boring slog. But if you don't buff things enough, then people can just go super aggro and never really bother with some mechanics (The Calamity comes to mind, which is definitely susceptible to just nuking it down).

There's also some OP stuff left that might need addressing for a satisfying hard mode experience (DEF-ignoring weapons, Goblin Song, White Wind, etc.).

The problem is that I'm trying to implement Hard Mode within the same files which limits what can be changed in-game through the toggle. A lot of the hard-coded stuff like Spell/Attack data, item tables, equipment parameters, sell-prices, and that sort of thing can't be changed by in-game means like field script and AI.

I think in order to do hard mode properly, I'll need to create a variant with its own set of files. That'd allow me to change everything within those files instead of being restricted just to enemy parameters and field scripts.

Ah seems I'm a month too late.

Just in case though; I think the issue is perhaps that the installer needs to be pointed a folder below or a folder above where it maybe specifies. Try pointing it at the following locations:

Final Fantasy VII
Final Fantasy VII/Data
Final Fantasy VII/Data/Field

If you're using 7th heaven by any chance, then I've got an IRO version of the mod on there. I can also make a brand new installer if need be.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-07-21 22:23:50 »
I am currently also encountering this bug with New Threat v2,0997.
Here is my save file:

I think I see the problem; this Materia will always be visible even if it was picked up earlier (it's original location is on the rocket launchpad, a Long Range Materia, but this made it missable so it now appears in front of the gate after this area becomes unavailable). It's supposed to hide it here if it was picked up on that screen, but there's an extra command at the bottom of its script that makes it visible again. The talk script is set up right though so that it prevents triggering the pick-up script.

I feel like you didn't read my entire comment? My question is why no gil when you can just steal for way more gil than battles drop. The point is the no gil drop is pointless when you can sell stuff for way more than the battles are worth.

On a different note I got stuck in an infinite loop on the boxing minigame in the gold saucer on my first visit. Had to force close the program to end it.

The idea was to make it so that players were having to either keep what they got or sell it for cash. It's not proven to be a very popular approach though so I've plans to ditch it and take another tilt at setting up hard mode.

I'll check the boxing minigame; I think I set it recently so that the fight is over in less successful hits but perhaps this has caused a problem somewhere.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-07-20 01:33:07 »
I am currently at the highwind after the rocket hit meteor. When I talk to the shopkeeper in highwind, the game now throws me into a boss battle against Ozma. Is this a bug? I am using New Threat v2,0996.
Here is a video and my save file:

Sorry about that, I added the fight refs there to test some of them quickly and forgot to remove them. Have updated the mod to patch this out:

Spoiler: show
-) Fixed Comet placement in the North Crater's Left-Down path (if missed in Whirlwind Maze)
-) Removed some fight scripts from merchant on Highwind (added for quick debugging, forgot to remove)

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.996)
« on: 2022-07-19 14:00:31 »
Made an account to post that the links for reunion and not reunion in the original post are backwards!! Had a lot of trouble figuring it out.

Ah! Thanks for letting me know.
Edit: Fixed links

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.996)
« on: 2022-07-17 21:10:10 »
New update, 2.0996. Has some balancing that may affect end-game, along with some of the usual bug fixes, tweaks, etc.

Spoiler: show
-) Adjusted Shadow Flare chance for Zombie Dragon from 50% on Turn 4/5 to 100%
-) Script handling in Icicle Inn & Great Glacier to prevent a character appearing at the wrong time
-) Fixed dialogue for Barret in Mideel Clinic scene (exterior)
-) Removed 1/35 Soldier duplicate from Gold Saucer Jockey room (this was a duplicate of the one in Gongaga)
-) Great Glacier: Sets battle music back to default after defeating a certain enemy
-) Updated sleeping man's dialogue
-) Added music back to the final cave of the Ancient Forest
-) Updated some text strings in Emerald Weapon's AI referring to 1.5's Carmine Weapon

-) Adjusted Ultimate Weapons; removed special formulas and gave them high base power instead (+30 ahead regular weapons)
-) Adjusted Cait's restorative weapons to have 255% accuracy (may still miss due to Luck/4 check)
-) Reverted change to X-Potion; it fully restores HP for one party member as before

Edit: There was a bad setting on a new tag that was added to the XML of the IRO; I quickly updated it so I don't have to use a new version number for it, but if you encounter problems on that front (endless update prompts, etc.) then let me know.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-07-14 15:43:26 »
Hey Sega Chief,

I didn't played the mod in a while so I don't know if you already have done something with Cait Sith limits breaks.

But I realized today that Cait Sith actual has 7 completely unique Limit breaks attacks in his slot combinations. And I thought it actually would be really cool to have those as actual limit breaks which you can learn and use like you do for all other characters.

If not for the New thread mod then maybe as a single Caith Sith mod.

Triple Crown = Toy Soldiers - Deals 5 times normal damage to all enemies.

Triple Heart = Lucky Girl - Makes all attacks of the party to auto crit.

Triple Star = Mog Dance - Restores all HP and MP the party.

Triple Bar = Summon - Will summon a random picked summon. (Could also be one that you don't have)

Triple Moogle = Transform - Allies disappear and Cait grows based on their stats.

Triple Face = Game Over

The seventh is called Jokers Death and kills the whole party. You could leave it as the seventh limit break as a joke. But you could also keep the animation but change the effect into something different like something from Aerith.

Like filling up the limits of the other party members.

Most of this limits are pretty strong. So if you are worried about the balancing, it would be cool have it at least as single Cait Sith mod to make him more useful and fun.

So I tried to do this a ways back, but the problem is that Limit Level 2 and onwards are hard-coded to bring up the reels when used, even if Slots isn't the Limit Break being executed; this causes some issues. For that reason, I settled on adding 1 extra Limit Break instead to Limit Level 1: Transform. I think a 3rd could be added to Limit Level 1 as each Limit Level actually has 3 slots for Limit Breaks, but the remaining options were a bit too strong.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-06-28 13:45:57 »
I have sunken into the mod, playing original story (type A) for now and have encountered an error while visiting Prof. Gast house.
After playing first interviev video of Gast and Ifalna about Jenova going after ancients, after the video:

Spoiler: show
Aerith character spawned and she has a dialogue which is probably from type B story when she visited the lab house and she doesnt want to watch videos about her or her parents

It's a flaw in my script handling that I forgot to fix; the video scenes toggle characters on/off for the duration and it doesn't check for the appropriate flag when making characters visible again. I'll add it to my notes now so it doesn't slip my mind again.

Sounds like the field (scene) and battle models are working, but the world map models are kaput; I remember something about this popping up in the past before. If the world map models are in a separate IRO then it may be that they have to go elsewhere in the load order.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-06-23 23:14:44 »
Hello Sega Chief,

Firstly, thank you very much for your hard work over the years. I've played this mod some time ago and enjoyed it very much - it's a masterpiece and truly a heartfelt homage to, and brilliant extension of, the original design philosophy.

I'd just like to ask please, is it possible, or could it ever be possible, to play your mod with Reunion's Beacause submod enabled? I had decided to replay again with Reunion for the first time, but the core game mechanics are just too simple to really find thrilling these days, and as such would very much like to replay it with both New Threat and Beacause combined.

Thank you for your time, patience and hard work.


What I could do is combine in the battle part of NT into Reunion's translation part, that should at the very least get a mix of the two (I have a combat-only version of NT 2.0 that I've not released yet which is currently undergoing testing). I'll put that together over the weekend once testing is done as it should bolt right in without issues.

I see. I don't think Alpha Zolom was "garish" looking but better look than the vanilla Zolom and impressive skills (harder with 60k+ hp as well). I had to be a bit above lvl 30 to be able beat it and it was epic :)

I didn't expect there be bosses for the materia because I obtained the Gold Chocobo early. I thought damn and tested Smoke Bomb item which worked. So I got the summon materia but missed on great loot. Didn't work for other materia bosses though.

Fair enough; I kept 1.5 because I felt it was different enough that people would prefer it to the 2.0 build.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-06-23 00:24:58 »
so this issue isn't about new threat, BUT, it's your mod and it's listed on the front page so here goes lol
7h is telling me the battle model swap og style mod has an update. but each time i try to update it, it simply won't. like, it'll download but not install. is there a way to manually update it without 7h? like do you have a site where you host your mods? apologies if this is in the wrong area :)

It doesn't have its own page so here is fine; recently it seems all of them are getting this issue though it was a couple of the other ones that were affected; there's no actual update it needs, something to do with version numbers. Unsure why this one is now acting up. Best thing to do is delete the mod from the library then re-download it from the catalog; I'll check them all out in the meantime and will update the version number for any affected.

Edit: The XML for each IRO didn't match the version number held in the catalog managing them so I've updated them all to a new version number to get rid of the update available issue.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-06-22 02:32:06 »
Hey Segachief

I have been enjoying this mod a lot and managed to get up to the temple of the ancients on type B, I went to load it up and now its saying file is invalid when trying to load my save. Previously when i played I was farming some missing enemy material skills and I saved it at the save point in the gold saucer entrance ( bout to do date scene and get keystone ) Any help would be appreciated as I don't wanna start over again if It can be helped

It's maybe too late, but I'm not sure if it can be recovered or not. It may be worth trying to open it with the save editor Black Chocobo and seeing if it can be copy-pasted over into a new save file in case that helps fix it.

Parts of New Threat I like
The area music continuing into battles
No :O face characters
Additional dialog/story/character interaction
Ability to skip flashbacks/cutscenes
A few additional enemies and new enemy mechanics

And that's about it. I've just beat diamond weapon and ultima weapon and found the disappointing changes made to Cloud's Ultima Weapon. The absence of 2/4 Cut and Ultima materia have also been disappointing. I've ended up in a strange party arrangement with Nanaki just casting Comet and Tifa and Cloud just on support, its interesting, but not fun or cool. Is it possible to just mod in the elements I live and leave out the rest?

I've a plan at some point to make a vanilla combat version of the mod (similar to what 1.5 had) where the equipment, enemies, etc. are all vanilla-spec while keeping the mod's other aspects intact where possible.

Hello, have you tried making it work with the MS Store version or it is not possible/not planned and I should stick to the steam version?

I bought it and managed to get at the files (after a lot of wrangling with permissions and the like; they're locked up to an extent), but it seems I'm not able to patch them as changing the size of the files results in an error and not being able to run the game. That's as far as I was able to get with that.

So I've got all of Tifa's other limit breaks, I've met all the conditions, I've got the Final Heaven item, but she still won't use the item to learn the final limit break, anyone have any ideas why that might be and how to get it to work? Thanks.

There shouldn't be any other requirements other than she has every Limit learned at each Limit level like in the vanilla game (Beat Rush + Somersault, Water Kick + Meteodrive, Dolphin Blow + Meteor Strike).

I agree with you there. Overall the mod is great, I just don't like the unrewarding experience and "test my limits". Grabbed for example the Knights of the Round materia only to find out each hit does 2k damage! And the matera is already at maximum level. With MP Turbo (and perhaps more Magic?) you can at least reach "decent" 4k+ dmg per hit. Also read all patch notes and saw endgame weapon Masamune was nerfed so I were curious about it and cheated it and it does not impressive damage indeed. Far from what you can do in the vanilla game.

The feel about unrewarding and only challenge is just not for me. But otherwise the mod is great which other will love.

I feel that these things are being compared to their vanilla counterparts, which left everything else in the dust. The only way to balance around things like that is what's seen with vanilla's Ruby and Emerald Weapons where the bosses have massive HP pools. When that happens, all other options just go out the window. There wasn't any setup to them either, you just picked them up and that was everything outside of Ruby and Emerald basically moot.

But I'd say that KOTR in NT still does a tonne of damage, to the point where it almost achieves the same effect. 4k per hit on KOTR isn't as much as 10k per hit in vanilla, but that's still 52k damage per cast. The final boss, Safer, has 100k HP vs. the 80k of the original so he can only stand up to two casts of the NT KOTR. As for the single use, that can be circumvented either with Mime or getting a Master Summon materia (which is a lot easier to get in NT due to the Summon Materia all being 1-star and not being consumed for the Master Summon materia like they are in vanilla; this confers infinite uses for each summon).

Ultimate Weapons have been a pain to balance though due to their special damage formulas, which I've tried to keep. They should be dealing more damage than regular weapons though, I'll check again to make sure that's the case. Perhaps there just needs to be a point where

    So I just finished the game in Hard Mode Type B after almost 80 hours according to the game timer but I'd say about 100 hours instead. I loved it, the subtle dialogues are nice and fun, the QoL changes are a blessing and I loved the gameplay changes; I can't play the original game now, the mod is too good for me :)

    I'm going to give my feedback below, there are also some bugs which fortunately aren't fatal, the list is not exhaustive, it's more of a hot take :
    • Restorative spells and attacks are supposed to ignore barriers but it isn't the case for MP restoration it seems; Cait Sith's MP restoration with his Weapon (can't remember which color) is halved with Barrier and the party can dodge his healing ! It is an intended counterplay ?
    • With his MP restoration weapon, Cait Sith single handlely carried me through farming sessions
    • In hard mode, you cannot gain Gils from Battles so it makes the Materia Gil Plus not usable; I think it would be nice to gain gils again but like half or maybe less
    • I would change the scaling of Red XIII's Limited Moon, it currently scales with Limit but I feel like it is not suited for him (or for anyone), if I want to go a Physical build, I'd prefer a more stable weapon, but even with a Magic build, the weapon is not that good
    • During the Emerald battle, it seems it sometimes enter in a Limit mode, there's a message saying : "Carmine enters Limit Mode !" I believe it is a relica of NT 1.5
    • There's no music once you reach the cave at the end of the Ancient Forest
    • I revisited the old man cave and he mentions something about a giant flower at the at the end of the Ancient Forest (Ho-chu ?) then he mumbles "gloves", I don't know what it is supposed to mean, Morphing it gives a Megalixir, so no gloves
    • In the North Crater, when you have to climb back to the entrance by pressing O, the leader jumps back automatically, sometimes multiples times
Spoiler: show
  • After beating the Chocobo in the Glacier, if there's a battle in the same scene, the chocobo music is played instead of the normal battle music
  • I haven't use the SP system because I wanted the supposed easter egg when you beat the game in hard with no SP, I don't know how it supposed to show, I had a screen with the party in the church with a thank you (no refunds), is it this one ?
  • I have beaten the Secret Boss at the North Crater (finally !!) but nothing happened after the battle; the leader comes back into the 4 save points room which are still awoken and my ?_?_?_? item is still in my inventory. I've beaten it without killing the tentacles, then did it again but killing the tentacles first. While the battle itself is intense, having basically no rewards (massive amount of EXP and AP but I maxed out the party) for it feels bad for me
  • The Party focused Side Content feels unbalanced; for Yuffie we have to defeat basically two bosses and has some cool dialogues, but on the other hand Cid has basically no side content(Highwind being automatically obtained, and Venus Gospel is the gold saucer battle rewards), Cait Sith has a funny boss to beat but the reward (Dark Matter) has no utility as far as I know (a relica of NT 1.5 I believe ?)
  • I still haven't find the usage of the Red DragonScales (reward from 3D Fighting Game in Gold Saucer)
  • In the battle against Bizarro Sephiroth, despire having all 9 characters, you still have to choose 8, I ditched Vincent (sorry), is it possible to add the possibilty to use all 9 characters in this battle if we saved Aerith ?
  • Safer Sephiroth's Super Nova seems bugged because most of the animation is dark as if it has no texture. I remember from the PS1 game seeing the planets getting obliterated one by one with their names displayed. I tried disabling all textures and 60 FPS mods to be sure, it's still the same
  • Contain + Elemental affects the Hidden element despite not being displayed as such in the game, it took me time to understand what makes my Cloud to absorb Pandora's Box's damage, I thought Contain would help to affect Fire, Ice, Wind and Earth elements instead
  • In the same reasoning, I'd love to see the Core materia to have this multi element effect
  • I wonder what a Shout materia would look like
  • I'd love to see a return of the Dark Cave side quest that was present in the 1.5 version; maybe less bloated, but with new bosses instead, or another Battle zone, maybe a mirrored version of the North Crater that would give lots of XP and less AP (or the contrary) than the North Crater

I'll replay the game again after some updates, it was truly a great experience !!

For Cait's weapons this is the physical-damage formula doing its thing where it allows the target to roll for evasion, regardless of whether the effect is positive or not. I'll see if I can get around that somehow; there's some physical formulas that negate evasion which may help with one half of that issue.

There's been a lot of feedback on hard mode, and I think the gil aspect is generally the one thing that consistently comes up as a negative. It may be time to review the 0gil thing but if I did that then I'd maybe want to more properly revamp hard mode in general. Time's a factor though, I need to work on FF8 NT a lot more currently.

I should probably stop trying to retain the special Ultimate Weapon formulas as they are a bit unreliable in general. Balancing them tends to be a wild swing as well; people have said they found them disappointing a few times over the last year or so since 2.0 went out (and in 1.5 as well where the approach was more or less the same with these weapons). I'll review them again for the next patch and see what I can do.

No music in the cave is likely from 1.5 or something, will fix. As for the ho-chu hint the old man gave, it was probably to reference the location of a weapon like Master Fist maybe. Probably changed that at some point but forgot he had that dialogue (unsure when it was added; one of those things I don't remember even doing).

You get the church screen if you beat the mod on Hard Mode without toggling it off from New Game, there's a small easter egg for also not using SP and with No Exp toggled on from the start as well (you can thank wdx for that one).

That optional fight originally just shuffled the player off to the ending as there wasn't really much intended to be done past that; what I could do is set it up with something to make it more worthwhile. It wasn't supposed to be repeatable either; I thought I'd addressed that in the last patch so I'd better check it.

For the side content, I basically went about streamlining it as much as possible. The goal was to redo all of it, but I only did one or two before deciding to just scrap the rest as I had no ideas for what to give to the other characters and I didn't want to end up with 9 cheaply made sidequests like the 1.0-1.5 builds had. I get that some people liked them, but I think more people disliked them and I was one of them. The Dark Matter dropped from the Cait one should probably be given some sort of function (it was planned to be either a component for the secret boss in the Crater, or for triggering the boss in the Shinra Mansion, or for producing Masamune but in the end I just relegated it to a cosmetic key item).

The two key items from Wonder Square, from the snowboard minigame and the 3D-Battler minigame are just cosmetic key items with a description that references other games (Coolboarders and Legend of Dragoon); I didn't want to put anything with utility behind those minigames as one is difficult to master, and the other is just a series of coin-flips.

I tried a few times to have all 9 party members there for Bizarro but it would often crash soon after starting up; I may revisit it and see if there's something I've missed (perhaps some memory needs to be set aside for the 9th person) but that was basically why it stayed at 8-max.

Unsure what's went wrong with Super Nova; NT doesn't touch the magic.lgp (and the other loose files that handle this fight + attack) so the issue is likely coming from something else.

Hidden element is a bit of a pain because while it can be set freely on attacks, equipment, etc. the Materia has a limitation where it can't be set as non-elemental; I stuck with the vanilla approach of setting Hidden as the element though this isn't an ideal solution. Usually I'll set Hidden if the Materia has no obvious element or has multiple spells of different elements like Contain/Core do (maybe I could change this by setting Contain and Core to both use Holy instead).

I think the Bahamut summons should have the Shout element on them, given that they all use a breath-based attack. Their Materia also has this element. If it isn't appearing in-game then it may be that some elements aren't set to visibly appear; I think I remember seeing something that could add them back to the status menu, unsure about the Materia menu but I could look into it.

Type B harvested a lot of the Dark Cave scripts so it's unlikely to make a return (as that would be having 3 scenarios all living in the same space which likely wouldn't be able to fit). There has been stuff recently where new fields are added so a mirrored version of North Crater, while maybe a bit cheap, would be a nice little extra thing; bit like those extra dungeons added in the GBA versions of some of the FF games.

I see. Just a weird and new way balancing the game which I didn't notice. Actually I played 1.5 before (the one I mentioned about can exploit the Knights of Round bosses and use Smoke Bomb to flee). And I LOVED some aspects about it for example the new Midgar Zolom so it's strange that he was reverted back to normal one in the 2.0.

I felt that some of the enemies were a bit garish-looking and wanted to go back to be a bit closer to the original game.

Oh right found another "exploit" in the 1.5 version and idk about 2.0 which may be intended or not. In the battle challenge at Junon you can steal endless amount of Megalixirs from the Train Driver and simply retreat the battle after to keep stolen Megalixir. So it was the best farming place for free Megalixirs.

I'll check the available steals of the enemies used in Battle Square for 2.0; and I'll check the escape thing in the red materia cave as well; the flags are set to prevent escape in the scene.bin, but perhaps they're being overriden by the encounter type and something else needs to be set there. Will investigate.

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