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Messages - Sega Chief

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1
Hello your chiefiness
So long time returner I wanted to ask you if you would still have the files or know where to find of 1.4___   I wanted to reexperience  actually maybe finish (I left like 3 super bosses left when my laptop brokedown) you made some changes in 1.5 specifically on the  Innates and I remember beating some bosses only bcuz I worked around those innates, like Cloud who had his HP and MP recovered at some point (so I could go all out twice) and barret now is also different, etc.

Is there anyway to access these 1.4 files?
I also wanted my brother to play it just the same way (Ive talked about the mod to him for years)

I only have this build for 1.4, from 3rd April 2016. I've no idea what condition this particular build is in, issues it may have, etc. but if you run into a serious issue that obstructs progress I can have a go at fixing it. This is a stand-alone installer though, so it'll hard-patch your FF7 install (steam or 1998). If it needs to be spun into an IRO I can probably do that, assuming I can get it to install.

https://mega.nz/file/KsMUDSaZ#Y8bhYQob-nC_QSTGjh_zU4ozI1V0YT_8PeWt-v3NtS0


Thanks so much for this quick fix! I just tested it and it worked like you said

No worries

2
He did try to use a skill but couldn't since he didn't have enough mp(even though he didn't do anything yet besides use scan once) and he's dead after maybe 3 turns, since the party does so much more damage than usual thanks to the revised stats and the Scorpion only having 800HP.

Ah it seems Shock costs 4MP but Guard Scorpion has 0MP; I'll fix that next time I update CO and I'll give it more appropriate HP/Stats.

Hi Sega Chief, thanks for all your work on this excellent mod!

Unfortunately I've run into a problem that is stopping me from progressing in the game. I'm playing 2.0 Type B, and still in Midgar near the beginning of the game. I returned to Sector 7 through the sewers/train graveyard, and I have to talk to Marlene. She says to follow her and runs off to the side, but then nothing happens. Her running animation continues indefinitely (though she isn't moving), Cloud is locked and can't move, and the game is essentially frozen.

I've tried this three times and the problem happened each time. The first time was in normal play, the second time I turned off all mods except New Threat and for the third time I uninstalled New Threat and reinstalled it.

Any ideas what I can do to get past this part?

I'll take a look at it and add a countermeasure or something.

Edit: Have updated the mod, I removed Marlene's movement in that part so she won't get stuck anymore.

3
Hi,
quick question regarding New Threat 2.0 Combat Only compatibility with Shinra Archeology Cut Vanilla (retranslation only).
The stats of normal enemies seem to be in order but I noticed the Scorpion still being his vanilla self.
Is this a common problem?

In combat only, there are no field edits so the scorpion isn't able to reappear later so he's been put back to be more in line with his vanilla self. He should have a few extra attacks like W-Rifle and Shock but these aren't guaranteed to be used.



Thanks Sega, you are great. How can you know all this? Is there any program or any way to know what to play to be able to edit so many things?

With all this I'm ready for another run of FF VII, but I have one last question.

FF VII on Steam has the important bug of deleting your saves, which happened to me the first time I played on Steam and looking online you see that it is common. When I played it with NT I left backups after each session, but I never had to use them. Have you managed to solve the bug or should I continue with backup copies, just in case?

On Steam version, it seems to be something to do with cloud saves where they can sometimes disappear if the save files aren't stored locally. I'm unsure what causes that but it may be related to the below.

The other possible cause is that there's a checksum that Steam saves have where the launcher will check save files when it is opened and delete any that have an incorrect checksum (for instance, if someone sent you their save file and you put it into the steam save folder and then launched the game, the launcher would delete the foreign save file). This used to happen when editing save files as well but I think the save editor can bypass it now. The workaround is to move a save file into the folder when the launcher is running, then save the game to get it a correct checksum.

4
Brilliant. I think that feature was missing the last time I played it (it was version 1.5). Or I don't remember. I like this feature so that the luck factor counts a little less. FF IV's 20% is exaggerated and makes the crit unnoticeable, I think the ideal balance is 50%.

I love FF VII but I like to give it a few years of rest between runs.

And can you do the same with elemental weaknesses?

#Elemental Damage Modifier: +50% Damage instead of 100%
5DB5E4 = E9 76 87 33 00 90 90
913D5F = 6B D2 03 D1 FA A1 0C CE 99 00 E9 7D 78 CC FF
#1DA9E4 = E9 76 87 33 00 90 90
#51275F = 6B D2 03 D1 FA A1 0C CE 99 00 E9 7D 78 CC FF

The lines starting with # are dormant addresses (game not running, for hard-patching an .exe) included just for reference. 7th would use the first two lines.


I'm curious about the 'additional modding'. How were you able to do it? Is there a public spec/FAQ on the components/modules containing materia info and dependencies?

Update: I've got Scarlet to work and (in combination with MateriaKeeper) some dedicated changes can be made. Nevertheless, it would still be nice to know how more tiers of stat bonuses could be added.

Update #2: Ok, now that I was able to get WallMarket running, I see that the materia tab has more than 16 possible 'Equip Effects' (going up to the offset FF), the ones after position 16 being empty. Since I couldn't get hold of the source code for WallMarket, I will have to speculate and hope, that the memory offset after pos 16 is not being used by other parts of the kernel and I can simply add some more materia modifier tiers (?)

I just meant like moving it somewhere else so that there's room to make additional equip effects. I think going past the 15h you're likely to run into data that's being used, but I can't remember I'm afraid. If it isn't being used then you could edit it to make additional equip effects.


Hi, these are quotes from page 465:


I'm having the same problem.  Just trying to play w/ "New Threat 2.0 Combat Only" and 60fps mod, but 7th Heaven won't allow the game to launch.  Just like the other person, it says "New Threat 2.0" is needed.  My goal is to play w/ Combat Only while using the new Shinra Archaeology translation. 

While 60fps isn't necessary, it would be wonderful to play the game w/ it along w/ Combat Only and new trans.  Anything you can do to help?  Thanks!

I'll DL the IRO and make a variant that checks for the CO ID instead as a temporary measure. I'll update this post in a bit with the link.

Edit: https://mega.nz/file/DtkQiQCb#8zSRk6Z5jgMVSIAk4XZbFf_qDYSzYegOKjWCT5umdQA
That's the 60fps NT compat IRO but I changed the ID needed to the NT 2.0 Combat Only IRO instead.

5
Thank you so much. It works perfectly. Several times I had seen some things editable with HxH and since it came from number 007xxxxx I thought it was referring to 7thHeaven and that I couldn't. Now I know how to do it. Thanks again to you and postscriptthree.

PS: While we're at it, would you know how to make the critical and weakness deal 150% damage instead of 200%? It's a good way to make enemies more tanky without increasing health.

NT actually does this and has crit damage set at +50% instead of +100%; as Mav says, it needed some rewriting so I jump the function to an unused section and rewrite it there:

#Critical Hit Modifier: +50% Damage instead of +100%
5DE697 = E9 96 56 33 00
913D32 = 8B 55 F4 6B D2 03 D1 FA 89 55 F4 8B 45 F4 E9 57 A9 CC FF

These are the addresses when the game isn't running (for hard-patching rather than hext):
#1DDA97
#512732

6
1.) I was able to manually patch the ff7_en.exe with the MateriaKeeper v1.2 code cloned from your github. The patched FFNx runs just fine outside of 7th (via Steam). Now all the level 1 green materia add +10 instead +1 magic.

2.) My actual goal was to understand how I can patch the .exe so that I have, e.g. fire with +5 str, lightning +10 dex, ice +15 magic, shiva + 50 magic, ifrit +50 str etc.

thanks in advance



Ah I see; Materia doesn't have individual equip effects, they instead use a preset. In the tool, you'll see a list of 'tiers' on the right; these are the possible equip effects that are available (in vanilla game). To change the tier used by each Materia, you need a tool like Wall Market (I think the new Scarlet tool can also do it). But there are only about 15 tiers or so, which means you can't assign an individual equip effect to each materia without additional modding.

7
hi there,

 similar to how it's been done in this mod, I would like to change some of the materia properties. I know that there is MateriaKeeper/GuardScorpion for changing whole groups of materia types, but I would want to modify each separately. Is there some FAQ/tutorial on how I could do that, either via hexEdit or code snippets with specific info/address (like the raw byte arrays in MateriaKeeper)?

thank you

This should be able to do it: https://forums.qhimm.com/index.php?topic=18571.0

I think you'll need to output your changes as a hext file; hard-patching the .exe is no longer an option under 7th as it checks for a default .exe. You'll then need to unpack the NT IRO using 7th so that you can copy-paste the hext file's contents and overwrite my materia equip changes with yours. The section in my hext file is labelled:




Hi Sega, I would love to play your mod with an edition: limiting inventory. I would like to set the maximum number of each item to not be 99. I still don't know if it is 10, 30 or 50, to give importance to object and MP management (by having fewer potions). Would you know what to change in HxH?

I wouldn't know how to do that, I'm afraid, but it sounds like it should be possible. I'll pitch the idea to PostScriptThree; he's really good with this stuff.

8
I've added some spreadsheets made by a user called Lumii which documents the equipment, materia, and secrets in a lot more detail; these can be found in the 2.0 Documentation download (the documentation folder contained within the installers doesn't contain these files yet).

9
random question, why cant i send a personal message to Sega Chief? Im new to this forum and everytime i click the link for sending a message i just get an error.

Hi Sega Chief, ive been playing your NT 2.0 mod for months and enjoy diving into all the intricacies the mod has done for the gameplay and i wanted to share some things with you if thats ok.

Let me know. Thank you

Ah hello, the forum is a bit old so it has some security stuff to protect it against bots. I think new members can't send DMs until they've made X amount of posts in the threads or something. When you unlock DMs by posting, feel free to send one.

10
(Sorry for late replies)

Found a possible bug related to the mod.

In the temple of the ancients, when you go to the pink pool and see the flashback with Tseng and Elena. Dialog does not come up at all. You can advance the scene but no dialog shows up.

Ah yeah, that's to do with I think a graphical mod.

Hello! First of all I would like to say I really love this mod! I'm playing FFVII for the first time and thoroughly enjoying it. Thank you for the hard work!

Now my problem is: I can't find the Break materia. It says in the Items & Materia Placements document that I can either find it in Midgar Raid Train Tunnel or in Bone Village in disc 3. I've apparently missed it in Midgar, and am now in disc 3 looking all over for it. But I can't find it in Bone Village. I've dug everywhere where there is supposed to be treasure according to guides. I've tried digging randomly as well, but I got nothing.

I have a small suspicion it's a bug, because I found an extra copy of Bahamut Zero by digging, despite already having it. Maybe I was supposed to get the Break materia, but the game gave me the wrong materia?

Anyone have any idea if I'm missing something here?

I checked, it does seem to be there along with Bahamut ZERO and Phoenix; it seems to share the same dig location as the Dragoon Lance.

Hello, im new here running again ff7, im checking about "new threat 2.0 vanilla combat" from 7th heaven, got interested due to the changes mentioned in script and the posible change in the temple scene.
i got a couple of questions about it, where i can find a guide for it and if with the version im using ill get access to the mentioned before, since im not really interested in the rebalance part, just the changes and scenes added. i saw some comments about A and B option, but never saw such option, and also whats the difference between them.

Im a bit lost atm, thanks in advance.

I think vanilla combat doesn't have the Type A/Type B routes because of all the different encounters on Type B, so it just uses Type A I believe.

The Aeris thing at the end of Disc 1 is available on vanilla combat, but was modified to deal with the vanilla encounter; some dialogue appears after the battle to make the decision instead of it being done within the battle itself.

Hi all! I am new here, and just installed the mod yesterday from 7th Heaven launcher. Is the RNG for Yuffie still the same here? I have been trying to get her, and at Mt. Nibel now and she hasn't spawned yet. Thank you!

Yuffie joins in a mandatory cutscene in Kalm, if shes not there then something has gone very awry, or perhaps the mod was installed after this point.

Hey, I've got three questions:
1: which file you have to modify to change a character's innate? E.g. if I wanted to remove "deathblow" from Cloud's innate, or have Tifa "reanimate" with 100HP instead of 1HP.

2: is it possible to change weapon models? Let's say I wanted Cloud to use the Masamune model (Sephiroth's sword) for his Yoshiyuki weapon.

3: how do you change the placement of collectible Materia on the field? New Threat changes around some of the Materia, and Type B even adds completely new placements (like Counter Attack in the first reactor mission).

thank you for the amazing mod, btw. It's really nice to have a fresh experience for the game

Innates are unfortunately handled through Character AI in the Kernel.bin, the tool for which does not have a ready copy-paste function (unlike the scene.bin editor for enemies, which uses the same AI editor but with extra features like that). Changing them will be a case of copying all the values into notepad, deleting them, then manually readding the desired innate one value at a time.

Weapon models can be changed more easily but requires tools like Luksy's ULGP or similar; unpacking the battle.lgp and then renaming some files should do the trick. In this case, you want to make a copy of the file called SACK (this is Sephiroth's Masamune) and rename it to RTCK (cloud's buster sword). The files that go from RTCK to RTCZ are all of Cloud's weapons and can also be replaced in this way, just bear in mind that RTCZ, the Ultima Weapon, applies some hard-coded shading effects to represent its HP property; changing the damage formula in the Kernel.bin will not disable this shading filter.

For materia placements, you use the Makou Reactor tool; there are some steps. The first is to set a group for the materia, this is to store scripts and set a model + anim to. The 2nd is to set the scripts so that the materia model is placed on coordinates on the map, and handles the interact event of picking it up and acquiring it. You can generally copy a Materia's 'group' and paste it onto another field provided there are less than 16 model groups on it already, then update the values like Group Id, add a model, placement coordinates etc. as needed.

11
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2024-09-28 22:57:25 »
YOOO I look forward to it! I hope it goes easily and swiftly for you!

The new tools that have been made recently by people like hobbit are helping a lot.


if need any testers before release can let know :)



Yep, will do.

12
just wanted to ask but has anyone gotten the game locked up when finishing up yuffie boss fight with her father for the conformer. cant for the life of me think of whats causing it.
p.s: im on 2.0 and with no other additional mods

I think people found a softlock there in the past but I wasn't able to replicate it; my guess is that it's to do with the dialogue boxes and the speed they're closed at. I tried it slow and fast but wasn't able to recreate it at the time.


I am playing FF7 NT 2.0 A for the first time, the latest version on 7th Heaven. What a treat!

However, I think something may be bugged with either the mod or my save.

I noticed twice now, during the Gi cave boss fight and after on another battle, when RED got KO'd, enemies could target him and attack him while dead. He takes damage wakes up for a second then dies again.

I am not sure if this is related either, but I feel suddenly my game got super easy, had to switch to hard mode for the first time and it was still very easy. I was around level 31 at Neibelheim mansion, and everything was dying super-fast. Red was hitting over 1K per Bolts 2. Cloud was hitting 500+ each hit with Mug and Extra Cut (whatever that materia is called). Barret was hitting everything for 500+ using his spread shot. Granted I had fire elemental on cloud and holy elemental on Barret. The safe boss got killed in a few turns. I had 2k HP so things were barely hitting me and barret has been tanking most of the stuff anyways.

The materia keeper barely got a chance to breath.

I just feel something is off. The mod was a bit challenging at first but recently it has been a super cake walk, and I am by all means a super casual player. I have not been grinding or anything, just fighting everything without running away.

Also, I was wondering if there could be an option to have a hard mode without 0 gil penalty? I feel that having to grind for gil does not make the game hard, but tedious. I havent had to grind for money yet, since I just switched to hard because the game got very easy. But I could see that happening in the future.

The Red XIII thing sounds odd; are there any other mods enabled?

Might be tied to the balancing issues as well if something has been changed or altered by something; one way to check is to use Sense on an enemy to check its HP and weaknesses. Try scanning a Grand Horn around the Gongaga area on the world map (non-forest area), it should have these attributes;
LV: 24
HP: 760
Weak to Pierce

If this info is different in any way, then something's affected the files.

***
Edit: Thanks to C. D for the donation, much appreciated

13
Ok I found it, thanks!

Another thing, are there any plans to add Morph as Well from postscriptthree's tweaks somewhere in the game? (preferably in a revisitable place)

Not at the moment

14
I wrote up some instructions on how to use this tool based on my understanding of it so far, hopefully this is of use to other potential users:

1) Replace the default files within InputFiles with your modded versions of those files (m000.bin, m000.msg, etc.) and then run the Pandemona.exe. You can get the m000.bin, etc. by using an archive tool such as Deling from the game's files.

You will only see an empty CMD window pop up briefly, there is no immediate visual feedback on the processes being undertaken; there is no GUI or editor interface, this step just produces the files that we will modify ourselves in a text editor.

2) The PandemonaFiles folder will now contain files with .pandemona; open these in Notepad++ or similar and edit them.

The Resources folder contains all IDs and item names for reference; refer to these when making changes within the pandemona files.

You can edit the text, values, and other information within these files but try to keep it the same structure so that the tool can read it, and keep the length of your edited text within reasonable limits.

Bear in mind that the game uses some special text characters to save space (for instance, 'into' will appear as '\ninto', try to preserve
these specially formatted characters if you can but I don't think it's critical to do so).

3) Once the edits are complete, run Pandemona.exe again. This will convert the .pandemona files into usable game files within the
Output folder. The .bin files are data, the .msg files are the text. Insert them back into the game using Deling or a similar archive manager.

The tool's general workflow is: Read InputFiles, produce 'Pandemona' files (to be edited in a text editor), create OutputFiles from the pandemona files.

15
Hi, I can't find the Slash-All materia. The Item & Materia placements txt says "Slash-All - Great Glacier" and the only mention I see in the patch notes is in this line, from 2.0992

(I am running 2.09998 but there is no mention of further changes in Slash-All location after 2.0992)

But I can't find Slash-All in the hot spring, where is the hot water you touch so you can get Alexander materia (which is area 11 here). Slash-All is not in the place where a materia used to be either (the mountain trail that is northwest of area 10 in that link; it's Added Cut in OG FF7, but that screen no longer has any materia)

Anyone know where is Slash-All located?

I think it has to be a specific path, where the route has this shape: \ instead of: /
Image of the path here: https://i.imgur.com/SoJmX7x.png

This is accessed by a specific exit point on the mountain field, which I've marked in red; it's easy to miss as people will instead take the upper of the two paths shown on the left-side of the screen: https://i.imgur.com/yVgoMe0.png


I am trying out the New Threat 2.0 - Combat only with Echo-S to replay FF7 and really loving it.
But I have question, is the AP requirements 2.0 document not updated? Because most of the AP requirements seem different than in the game, and changing to NT 2.0 pure doesn't change them. For example in the document sense costs 5,000, but in-game it costs 80,000 to master. I just wanted you to know.

I have been cheking the documents a lot to change to NT 2.0 pure when there are different materia or items to pick up in the map, that is why I noticed them. I have also turned most of the readmes into spreadsheets to make it faster, and colored the enemies one to make it more readable, specially the statuses, to not waste them.

Also isn't Dex too generous? I got Yuffie to 255 Dex upon getting her, though it is very fun still.

Thank you a lot for the mod, specially the Materia stats and character differences, every character feeling the same was one of the worst things about the original for me, and I love the innates too.

It may be that Combat Only's AP requirements are different as I think I updated the AP in a patch to 2.0 after CO was made. I weighed Dex a bit less than the other stats so it's easier to get more of it; perhaps didn't weigh it heavily enough but if it's fun then that's all that matters.

16
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2024-09-08 16:11:30 »
Hey SegaChief, sorry to necro this thread, I was just wondering if there was any ETA on the other disks? I've been avoiding playing this until it's finished, with that said I know your IRL stuff started to take over so I don't wanna seem like I'm putting any pressure or anything, just wonder if we could get an update.

Thank you in advance and thank you for all your hard work on other previous projects.

I'm working on it a bit more now, so I'm hoping by the end of this year.

17
Anyone know what the 3 dudes in corel prison who always lie mean when they say this?

They never say it again, the music stops when they do. And starts once the dialogue box is closed.

Is it some reference I'm missing?

It's a hint toward unlocking a secret boss later in the game

***

Also sorry to all for lack of responses in the last couple of months, I fell out of the habit of checking in but will be about more regularly now.

18
Releases / Re: [FF7PC-98/Steam] - True Necrosis Mod
« on: 2024-09-07 15:32:07 »
The links are broken :( Anyone know where to download the "FF7 True Necrosis Installer - v1.21" this days?

I've updated the links.

19
1.5 was updated; I rebuilt the field that was crashing, but in order to get it under the 16 field model limit I repurposed sephiroth's sword there so it will no longer appear in the scene.

20
Hey Sega Chief, sorry to bother you. I'm playing through 2.0 rn and I'm really enjoying it, but are there any plans to release the upgraded polygon field models from NT as standalone model swaps? (Cloud with the darker outfit, Aerith with the visible white materia, etc) I really like how they look compared to the og ones and it'd be really cool if they could be used in vanilla (I still love NT though)

I set up an IRO for the field models: https://drive.google.com/file/d/1-e06yYB0inPEWxN8TXRPOfQFEzYjcXw2/view?usp=sharing

Speaking of that fight, I'm trying to use Black Chocobo to trigger that fight by going back to the areas I'm locked out of, but Black Chocobo crashes whenever I load a New Threat 2.0 save file. Does anyone know of a fix for this?

Edit: The newer versions of Black Chocobo seem to be incompatible with endgame NT saves. But I went to older versions of it and it loaded the save fine.

That's a bit concerning, I'll make sure to let people know if they run into that issue.

Hi.
I've already beaten NT 2.0 and it's pretty good. Now playing 1.5 (arriving to Corel). I usually don't like difficulty/gameplay mods because they just bloat stats, this is balanced and interesting.
But I have a question. Did you tune something about VIT, SPR and defense calculations? Because in the OG 255 defense gives 50% damage reduction (the theoretical max of 512 gives 100%, Ruby has 498 I think), so you get approximately 10% damage reduction every 50 defenses, which is pretty worthless compared to other stats (every 50 dex is like haste and even the basic attack multiplies by 16). I see that the character stats choices have a mix of VIT and SPR, and a lot of guides of NT recommend paying attention to those stats. So, my question is, did you modify how the damage reduction is calculated? I didn't find anything about it in the documentation.
Thanks for your responses and for this awesome mod! 😎👍🏻

Vit and Spr work the same way but other forms of damage mitigation were nerfed like Barrier, Sadness, and Back-Row so having some solid defensive stats should be a bit more valuable now.

Hi everybody !

I'm triying the NTM (B) for the very first time, it's absolutely awesome !

But... I need your help for a small thing : I'm looking for the Yuffie's weapon "Twin Viper", it seems it is not in Shinra Mansion anymore and I can't find it anywhere...

Somebody can help me ? Thanks in advance !

I had a look but I couldn't find it anywhere, so the documentation is wrong. I'll probably add it to the shinra mansion in the next patch as I think that's where it's supposed to be power-wise, otherwise it can be acquired from the shops in Junon after acquiring the Highwind (which is admittedly a bit too late).

21
https://imgur.com/a/NjrDynv - This is what my game looks like

https://imgur.com/a/PabvqDk - This is what it looks like on the guys youtube video.

Hello there! I hope this is the right place to be, I looked around and was brought here eventually. I'm playing New Threat, and I just got to the North Crater and fought Jenova Death, and now I can't continue. I looked up somebody playing this mod because I thought maybe the way to advance was a new way I wasn't thinking of, and all they did was talk to Tifa, and the game continued. HOWEVER, Tifa just isn't on my screen. Her dialogue during the "scene" showed up, but not her. I thought maybe she was just invisible so I clicked around her a lot, but nothing. What should I do?

I wasn't able to replicate this one; this bug was present in an older build though so perhaps this is an older build you're on or there are perhaps conditions by which the bug can still appear. I'd advise making sure the mod is up to date and to temporarily disable any other mods that may be active. If Tifa has somehow been swapped out of the party using something like save/phs anywhere then add her back in as she's supposed to be locked to the party for this section.

Hello, thank you a lot for the mod!

I am currently playing 2.0, and i think i'm missing something.

Spoiler: show
I don't encounter the Scorpion Boss at the Shinra building (59th floor), with or w/o taking the elevator. Is it just removed in 2.0 ? Cause i saw it was a recurring character in a lot of playthroughs
I'm playing type B in Hard mode


I think that one was removed in general from 2.0, but in Type B as well the additional guard scorpion encounters don't appear at all.

After replaying 1.5 I like how the summons were balanced in that game as good stat boosters to the type of build you want compared to 2.0 where the extremely heavy hit to DEX made me not bother with any of them besides Hades for stat protection
Also I really don't get why Ultima and Contain I think were locked so late to the final dungeon in 2.0. By time I got them I had no reason to really use them since almost everything was defeated

I can review the stats given on 2.0's summons and relax the Dex penalties a bit if they're too high. As for Ultima and Contain's placement, I think it depends when you do the additional stuff; I usually do the Crater first and then go for the side stuff in the base game. On Disc 3 for 2.0 there should be the materia cave fights, battle square, weapons, and an extra encounter here and there, and the final bosses for Ultima and Contain to be made use of but it depends how much of it was done beforehand.

I read somewhere, that when beating all Fort Condor battles, you get a Masamune.

I missed a couple of them and already finished Cosmo Canyon...

Is there any chance to replay them or do i have to start over again?

You do, but the battles need to be resolved either by defeating all enemies in the minigame (shack fight doesn't count) or by leaving the required funds with Fort Condor to take care of the battle. I set them to start with enough funds to cover all the battles that the player is unable to backtrack for but there's still a fair few encounters to take care of either by donating gil or backtracking to participate in the minigame.

The other way to get a Masamune is by having the guy who lives near Gongaga make one by giving him the required materials. The documentation should have the locations of these items listed.

Hello. This question is for Chief or anyone knowledgeable on the subject, but two questions: 1, I recently noticed there was an update patch, I would like to know what all changes were made. 2. What happened to the chocobo that gave players the chocobo bracelet? It's not a big deal honestly, im humbly curious on why the sudden change. I fought like 4 waves of guards before realizing it wasn't coming out anymore.

Patch notes should contain information on changes. The chocobo should still be there though, unless it's something like the Combat Only version of NT as field scripting can't be included with that version and so some encounters had to change.

Hey Sega Chief, sorry to bother you. I'm playing through 2.0 rn and I'm really enjoying it, but are there any plans to release the upgraded polygon field models from NT as standalone model swaps? (Cloud with the darker outfit, Aerith with the visible white materia, etc) I really like how they look compared to the og ones and it'd be really cool if they could be used in vanilla (I still love NT though)

Yeah, can do; I'll put an IRO together for it this weekend.

I got around to getting a Gold Chocobo on Disc 2, and running through the Materia Caverns and umm... The one near Mideel seems to have a slight bug.

This purple materia just... exists in this room and cannot be interacted with. Is this supposed to be something? or is it not supposed to be there?

EDIT:
Additionally, where was Comet moved to? The documentation for where items are says it's still in Whirlwind Maze, however I didn't come across it during my playthrough (I also didn't get any Added-Effect materias until Tifa's Piano on Disc 2). It seems the Where Items Are document needs to be updated, since I also got a Steal-As-Well materia MUCH sooner than the document says I should've.

It's just to the right of the first save point that you encounter in the whirlwind maze, south of where the newly added black cape merchant NPC is standing. It seems to be half-obscured by the rock though which isn't ideal so I may move it to be in the player's path. The backup pick-up location for Comet is in the North Crater, the left-down path.

*) A secret encounter was made unmissable and can be accessed on Type A and Type B

Spoiler: show
Is this about the Calamity fight? Are there new ways to trigger it?


Yes, but I don't actually recall making those changes yet so I'm thinking I've perhaps added that to the patch notes too early (I have two lists; pending changes and the patch notes that I copy over to once something's done; maybe I've accidentally copied that one in before it was actually done). I am planning to make the fight triggerable from all game types and regardless of where the player is progress-wise though so it'll likely be in the next patch.

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where is Ruby weapon in this?

Also where's W-Summon?

Ruby is in the same place, but there's some conditions and RNG with his spawn condition (these are from vanilla game; I've not been able to edit the world map script):
1) Ultimate Weapon needs to be defeated over Cosmo Canyon
2) If Ruby doesn't appear in the Desert around Gold Saucer, then fight a random battle, enter a town, and then exit again; check if he has spawned. If not, repeat the process.

W-Summon should be in the Ancient Forest near Cosmo Canyon; you can access it either on foot after defeating Ultimate Weapon, or with a Green/Black/Gold chocobo.

I saw that you said you wanted to expand on Type B. Is there any chance of making the bosses as fun and insane as 1.5 Arrange? Like having to face both Lost Numbers etc. I had a blast with 2.0 Type B but also felt it was much easier than 1.5 Arrange, even on Hard mode with no sources.
I'm at a divide where I love the improved combat mechanics of 2.0, but miss all the extra bosses and sidequests of 1.5

Yeah I'd probably take a second look at the bosses in Type B; that mode in general was made in a bit of a rush.

I'm missing 1 magic materia, which one is it?? i see it as ???? after i sense an enemy in the crater, i got Ultima and FLARE also meteor so what is it??

It's not a spell or Materia that's appearing in the Sense text, it's an element. There's an extra element that I made use of which I called '? ? ? ?' (the agreed community name for the element is 'Hidden'). Certain spells like Shadow Flare use this element, and it acts as the opposite to Holy. Jenova bosses and anything related to that typically carry resistance to that element.

23
Hello! I played 1.5 a few years ago and I'm trying 1.5 Arrange for the first time now, and Plasma Buster is beating my ass. Anyone have any tips?

Spoiler: show
Between the two of them I just cannot seem to heal through the damage while also killing them fast enough to not run out of resources. I thought maybe focusing the left one and hitting in the back would kill it quicker but the extra incoming damage from the counterattacks just ended up making things harder.




I took a look and it seems the majority of its attacks are %-based on the target's maximum HP. I'm unsure what a good way of getting through it without things becoming resource-intensive would be, as you'd likely need to burn a lot of Potions to deal with it. It's maybe worth trying grenades as they should deal a decent chunk of damage at that point. If you need more resource while in Reactor 5, Special Combatants drop Hi-Potions or Potions, Blood Hounds drop phoenix downs (and potions with a better rate than special combatant), and Proto-Machineguns drop Grenades. Sorry I don't have much better advice than that, 1.5's not too familiar to me by this point as a lot of time has passed.


I am having some issues with crashes at the start of some specific fights.

I am playing New Threat 2.0 with 7th Heaven.

The first instance of this crash was the fight at the elevator when the party lead swaps to Aerith
The second instance was the boss fight at the cargo ship.
The third instance was the boss fight at the Forgotten Capital.

The only reason I was able to get past these fights was because I disabled new threat > did boss fight > reenabled after save point. I'm aware this might be why I am still having crashes on the 2nd and 3rd instance but I'm not sure. I've only backed up the saves for the 2nd and 3rd instance to try fix the errors with no success.

All 3 of these crashes have been the same. As soon as the fight starts, maybe around 0.5 sec into the transition, the game will force close with no error message that I can see. I've tried disabling all my other mods and left only New Threat and keep getting the same issue.

I have updated FFnx because I thought that was the issue but get the same error. Any help would be appreciated.

(Note: I have also tried the mod using the test saves listed on the main post and get the same crashes)

I'm unsure what would be causing this; are you on Type A or Type B? Also, is this the main NT 2.0 IRO or one of the variants like the vanilla combat one?


Hello. I am enjoying the Combat Only version of this mod. But I do have some concerns that only became apparent when I peaked at the changes you made to the game in the full version, some of which carry over to the Combat Only version.

Namely, that many of the boss enemy rewards were reworked. Some final weapon and limit break items are obtained that way, but a look at the readme shows that they have been moved to field events. Another issue is Cloud's Omnislash, which was a Gold Saucer reward. One thing that wouldn't be apparent from the description of Combat Only would be that "Combat Changes" also includes changes to shops, which seems like it would include Gold Saucer. It also seems Yuffie and Red's limit breaks were moved from battle rewards to field rewards.

If it is the case that these things are rendered unobtainable, then it would make sense to at least warn a potential user about it so they can be fully informed before investing any time in that version of the mod. If you have restored the original methods of obtaining endgame gear and limits, then no worries (though I'd have personally made a note of that as well).

Even if I have to give up on this mod, it was fun while it lasted. Thanks!

I'll do a once over of it to get these things set back up; sorry for the inconvenience.


Finally getting around to checking out v2.0 (Type B), and mostly enjoying it so far. However, I've noticed that a lot of the unique versions of bosses from v1.5 have been rolled back to their original iterations! I'm glad v1.5 is still around and maintained, but I have to ask: why did these get cut? One of my favorite parts about the mod was that pretty much every major encounter got a new color scheme and a new name to go with the new AI and mechanics. Midgar didn't really have this problem because of the Type B differences, but having just finished up the Boat section, I'm seeing more and more vanilla bosses. I get keeping Type A as close to vanilla as possible, but Type B really feels like the place to let loose with the wild ideas and crazy designs.

So far, a lot of the issues I had with v1.5 have been addressed in one way or another, so in terms of raw gameplay, I'm really loving v2.0. I just wish it didn't have to come at the cost of the interesting and creative boss changes!

I wanted to go back to the original bosses for Type A and do different ones for Type B; they do have the same renovation to their attacks, AI, etc. as the 1.5 bosses do but a bit less drastic and closer to their original FF7 counterparts. Type B I could maybe expand on in the future; not all bosses were swapped out I think.


Hi, wondering if someone has an answer i haven't been able to find. Im trying to get Barretts Ulitmate weapon. As far as im aware it drops from the X-ATM thaty spawns at Corel Reactor.
I'm unable to get him to spawn where he should.  I have Barrett in my party, and I've been to the bottom of the north Crater to the save point right before the end of the story.
I figure im missing something simple, but cant figure it out.

From what I can see, the only trigger is that you're on Disc 3 and Barret is in the party, both of which you have met. Are you on the regular NT 2.0 or one of the variants like vanilla combat? It'll be disabled for those.

Hi everyone.

I have been playing through the fantastic New Threat 1.5 mod and I have encountered a bug/glitch that prevents me from progressing. It appears to be isolated to one specific cutscene camera transition where the screen just goes black and the game becomes unresponsive. It occurs twice in quick succession in the early game due to the same camera angle/position being used for 2 different cutscenes and once in the endgame (so far from what I have played) and the only way to exit the game is to close the program manually.

It first happens in disc 1 Midgar when the party is climbing the Shinra HQ building. At one point (I can't remember exactly as it was a couple weeks ago this first occurred) there is a cutscene transition where we are shown President Shinra's dialogue with someone and at first we are shown the room at a wide angle - you can see the stairs coming up to the floor, President Shinra's desk and President Shinra. Right before President Shinra starts talking, the camera transitions to several feet in front of his desk, looking head on at him and the scene continues to play out. In my recent playthrough of New Threat 1.5 when I get to this point in the game's story, the cutscene starts as normal and I see the wide view of President Shinra's office but when it fades out to transition the camera position the screen stays black and the game becomes unresponsive and unplayable. I tried removing all other mods besides NT 1.5 and still I encountered this crash.

I did some searching online and found a post from a few years ago where someone encountered the same issue and was able to bypass it by saving at the last possible point before the cutscene starts, closing the game, switching installed mod to New Threat 2.0 and resuming the game. After the cutscene plays, find the closest save point and save the game, close it, and restart one more time but with NT 1.5 installed again. This did work for me and thankfully at this point in the game there is barely any progress between these 2 save points that it had no impact on anything.

This happens twice in this sequence in the story and so I encountered it again and bypassed it using the same method as before. I hoped it wouldn't be an issue again but I just recently got to the Dark Cave in disc 3 and as I have made my way through this piece of content there is a point where I am in this room again and the camera makes this same transition. The game unfortunately crashes like in the disc 1 instances but this time switching the New Threat 2.0 isn't working completely this time. I am able to start the game with NT 2.0 and trigger the camera transition but once it has repositioned nothing happens. There is no dialogue from the NPC in front of me and I am unable to interact with them. I am not sure if that is intended or not (i don't think it is) as I haven't fully played through the Dark Cave yet. I can able to move though but can't get out of the area from anywhere, not even the way I came - I am trapped essentially lol. I did make a save in another slot before venturing in there though so luckily I am only locked out of the content it seems.

I'd really like to see this quest through to the end so if anyone has encountered something similar and have figured out a way to bypass it please reply.

If not, if there is any other way I can exit the Dark Cave area without having to load another save file I am all ears. I want my Micro-Engine and LuvLuvG!

I'll see what I can do about the Shinra Building one, that's intermittently come up in the past but I'm unsure of the cause. I think it may be related to the model listings or perhaps some corruption on the field itself that I need to try and fix.

So i had a quick question. im playing the 2.0 part b version, and trying to start the Junon League. The tipsheet says to talk to the soldiers in the league hall in Junon, but when i talk to those guys, i just get the tips and advice menu, is there some other step im missing?

The Junon League was removed in the 2.0 build, it was only in the 1.5 build.

24
I remembered that I didn't get an answer to this question before.

Another glitchy thing I noticed: Cloud has equipped Counter Attack materias, and he occasionally counters the buff spells used by the other characters, such as Great Gospel, by attacking the character who cast the buff spell. Or if a character is confused and hits Cloud, he counters by beating up the character. Can you set the Counter Attack so that it's not triggered if an ally targets the character who has Counter Attack equipped?

For W-Attack, it seems it has the same random target property set as 4x-Cut. I think this is to avoid a bug that can happen with weapons that can target all enemies as part of their target conditions but I'll test it out and set 2x-Cut to be targeted again if turns out to be fine.

25
I've updated NT to fix the Type A/B New Game problem, and I've updated VC to set the correct battle for the end of Disc 1 and removed the extra encounter from the Underwater Reactor. I've also updated the Stand-alone installer to the current files.

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