Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4923710 times)

Kevinhb7p

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11575 on: 2023-09-13 18:16:45 »
Hi. This is really an awesome mod and seems pretty balanced.
I couldn't find more info regarding limit breaks, to plan my party and builds in advance. So I used a save editor to unlock anything and take notes.
There is some information missing in the descriptions. Aerith limits doesn't state if they affect all, I added it to the Level 1 limits because I tested it. Vincent shows the stat modificators but I don't know if the formula of attacks themselves changed from the base game. I don't know if you altered anything from the Cait Sith limits, besides the change stated in the documentation.
I assume that when it says "Mag" it means that it scales fully with the Magic stat and not that it's just magic damage that scales with strength, is this correct?

I will copy here the notepad I wrote. Also here's the link if want to download and add it to the documentation (that will be great, if you also add this missing details). No need to mention me or anything. Thanks for this splendid work!
Link: https://drive.google.com/file/d/1_uto7_qkPpP0zwnspQfpR48On8fS28wl/view?usp=sharing

Text:

Limits

- Tifa -
All physical.

Level 1
Beat Rush: Base 20
Somersault: Base 24

Level 2
Waterkick: Base 28
Meteodrive: Base 32

Level 3
Dolphin Blow: Base 36
Meteor Strike: Base 40

Level 4
Final Heaven: Base 70

- Yuffieh -

Level 1
Greased lightning: Base 52, inflicts Slow
Clear tranquil: Restores 25% MP and Poison/Silence/Blind

Level 2
Landscapper: Base 62, Mag, Inflicts Slow, All
Bloodfest: Base 10, x10 hits

Level 3
Gauntlet: Base 70, Mag, Inflicts Slow, All
Doom of the living: Base 12, x15 hits

Level 4
All creation: Base 180, Mag, Revives KO'd allies

- Vincent -

Level 1
Galian Beast: Fire, Def +20%, Dex +50%, MaxHP +30%

Level 2
Death Gigas: Bolt, Def +50%, MDef -70%, Dex +20%, MaxHP +100%

Level 3
Hellmasker: Poison, Def/MDef +50%

Level 4
Chaos: Edgy, Def/MDef +100%

- Barret -

Level 1
Big shot: Base 58
Grenade bomb: Base 54, All

Level 2
Mindblow: Base 60, Mag, Inflicts Confu/Berserk
Hammerblow: Base 70, inflicts KO

Level 3
Satellite beam: Base 70, Mag, All
Angermax: Base 10, x18 hits

Level 4
Catastrophe: Base 30, Mag, x10 hits, Ignores Def

- Red XIII -

Level 1
Sled fang: Base 48, Drains HP
Lunatic high: Grants Haste and Evasion%

Level 2
Blood fang: Base 70, Drains HP/MP
Stardust ray: Base 10, Mag, x10 hits

Level 3
Earth rave: Base 35, x5 hits
Howling moon: Grants Berserk, Wall, Haste, ATK+

Level 4
Cosmo memory: Base 144, Mag, Fills Limit gauges

- Cait Sith -

Level 1
Dice: Random damage

Level 2
Slots:

- Cid -

Level 1
Boost jump: Base 52, inflicts KO
Dynamite: Base 48, All

Level 2
Hyper jump: Base 70, inflicts KO, All
Dragon: Base 60, Mag, Drains HP/MP

Level 3
Dragon dive: Base 27, Mag, x6 hits, inflicts KO
Big brawl: Base 28, x8 hits

Level 4
Highwind: Base 12, x18 hits

- Cloud -

Level 1
Braver: Base 52, Lowers Def/MDef by 5%
Cross Slash: Base 48, inflicts Paralysis

Level 2
Blade beam: Base 55, Mag, Spreads
Climhazzard: Base 70, Lowers Def/MDef by 10%

Level 3
Meteorain: Base 24, Mag, x6 hits
Finishing touch: Base 70, inflicts KO

Level 4
Omnislash: Base 17, x15 hits, Auto Crit

- Aerith -

Level 1
Healing wind: Restores 50% HP, entire party
Seal evil: Base 16, inflicts Silence/Stop, All

Level 2
Breath of the earth: Restores 50% HP + Status
Fury brand: Fills Limit gauges

Level 3
Planet protector: Grants Wall/Regen
Pulse of life: Fully restore + Revive

Level 4
Great Gospel: Fully restore + Peerless
« Last Edit: 2023-09-13 18:19:30 by Kevinhb7p »

kainhighwind2

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11576 on: 2023-09-20 08:20:14 »
Is there another link for the manual? The link in post 2 of this thread seems to be down, and I'm going back to a playthrough after a break, and can't remember what half the character abilities are, like Yuffie's Throwlette I'm seeing mentioned in battle.

Emo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11577 on: 2023-09-22 20:09:12 »
So I've recently installed the mod and I'm having an issue with Yuffie and New Threat. I've searched as much as I could but couldn't seem to find an answer to the problem.
Basically, I've played through all the way up to Junon and haven't seen Yuffie at all, I didn't get an encounter at all in the Kalm Inn as I never rested, I can see her character in the Chocobo Farm, but she isn't in my party/PHS.
I've basically given up at this point and want to just uninstall the mod, so if there is anyone that has any idea what it happening or how I can get her into my party I'd really appreciate it
Thanks

Emo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11578 on: 2023-09-22 20:12:19 »
To follow-up, I tried finding her in the Junon forest too, but ~200 fights in all I was getting was some weird new boss that had 10 hp instead of Yuffie

Final_Figue

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11579 on: 2023-09-23 03:24:51 »
Hello Emo.

I don´t know if we had the same problem but I´ll tell you my experience:

Last month I made a lot mod changes during my gameplay, I tested resolutions, Reshade and Lighting, the option to have shadow in the game, while I was testing all of this I was fighting and saving. And that was my mistake I believe, after all of this I noticed that some places has unnecesary sprites, the reward were changed for the classic game and in some parts it was in spanish, when I got to disc2 one character of my party wasn´t in the group anymore, I started again everything and this time I didn´t make any change after start a new gameplay, everything was fine until the end.

I don´t know if you made something similar but I share my experience, I discover 7H four months ago and its amazing, a lot of mods to have fun. My recommendation, just in case: Test the new mods in other save files and don´t make several changes during your gameplay.

I hope this helps you in some way, Emo.
« Last Edit: 2023-09-23 03:29:30 by Final_Figue »

Emo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11580 on: 2023-09-23 09:37:06 »
The only thing I've changed was the Ifrit UI, so that could be it, but other than Yuffie I haven't had any issues at all with my game. I'm somewhat hesitant to restart my whole save just to test if it was Ifrit UI, but I'll give it a go

Dorklord

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11581 on: 2023-09-23 11:22:27 »
Yuffie should automatically join you in Kalm after the Nibelheim flashback. If she hasn't, then something is probably wrong with your installation of New Threat or the Ifrit UI mod is interfering somehow. I don't use that one, so I don't know how it could be interfering, but I suppose it's possible.

Emo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11582 on: 2023-09-23 12:12:00 »
That's the thing, I watched the entire flashback, was asked if I wanted to rest, clicked no and kept going. I'm unsure if this skips the entire Yuffie joining you or what the issue is.
If you read my previous explanation, I haven't had any issues with the install, everything was done though 7H and it has all dependencies, and outside of this one problem everything else works perfectly fine.
I find it hard to believe that Ifrit UI would be the cause since it doesn't touch anything to do with Yuffie, but if anyone has anything helpful to say I'd appreciate any help as I don't want to start the save fresh just to test

Emo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11583 on: 2023-09-23 19:32:44 »
Alright well I just replayed through again from the start, got all the way to the same point in the game and yet had the same issue, this time with everything freshly installed and checked. Honestly have no idea what the issue is anymore but it is what it is, just going to go ahead and remove the mod if it doesn't work

Final_Figue

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11584 on: 2023-09-24 07:28:39 »
Hello Emo.

Well, I have two more recommendations:

When you start your gameplay using "New game", do you see this image?



If you don´t disable your mods one by one until you get it.

And the other recommendation is this:



Be careful with that option.

I hope this helps you.

Sektor93

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11585 on: 2023-09-24 08:56:44 »
Please can someone help me with this?

I am trying to install the mod. I selected the correct directory folder at installation (I have purchased the game from square over 10 years ago. Not on steam)

After successful install I try open the game and the PC FF7 menu comes up with 'Play', 'Achievements', 'Settings', 'View Online Profile'.

When clicking play it brings up the steam window with a message 'No Licences'.


Is there any way around this other than purchasing ff7 for the 10th time?

Really hope someone can help

Emo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11586 on: 2023-09-24 10:33:16 »
Alright well I gave it a final try with the advice I got from here and found out what the issue was, for some reason the 'Kactuar - Keyboard and Controller Icons' is incompatible and stops it from working.
Going to give it one last try to make sure, but I'm hopeful that this was the issue
Thanks for the help guys

EDIT: Seems that the Tsunamods 'Final Touches' also fucks up the font for some reason, with those two disabled everything seems to work as intended
« Last Edit: 2023-09-24 10:43:22 by Emo »

garqsharq

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11587 on: 2023-09-24 15:32:07 »
Hi all - First of all thanks Sega Chief for creating such an awesome mod! I was able to play through New Threat partially before. However, I wanted to pick it back up recently and start a new game.

But I am not able to get the dialogue to pop up to allow me to select Type A or Type B... does anyone know why? I uninstalled and reinstalled my Steam version of FF7, uninstalled and reinstalled the 7th heaven mod manager (v3.2 I believe), and disabled all other mods except "New Threat 2.0". It just jumps straight to the opening FMV.

Would greatly appreciate any advice!

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11588 on: 2023-09-25 17:27:25 »
Hi all - First of all thanks Sega Chief for creating such an awesome mod! I was able to play through New Threat partially before. However, I wanted to pick it back up recently and start a new game.

But I am not able to get the dialogue to pop up to allow me to select Type A or Type B... does anyone know why? I uninstalled and reinstalled my Steam version of FF7, uninstalled and reinstalled the 7th heaven mod manager (v3.2 I believe), and disabled all other mods except "New Threat 2.0". It just jumps straight to the opening FMV.

Would greatly appreciate any advice!


try switch ffnx to stable/canary which ever one it isnt at.
otherwise can try portable version of ffnx.
another alternative you could try is via using new threats installer which changes the base game, and no need to use 7th heaven.

Fireclunge

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11589 on: 2023-10-01 05:30:53 »
Sega chief,

Thanks so much for making such an awesome mod, I played it through a few months ago and loved it!

Spoiler: show
 Earlier today I showed it to a friend that speedruns the game and we tried guard skip in it. I love the weird extra scene that plays when you meet aerith ‘it begins’ but I was wondering if there was anything else to expect along with it? I was coming up with all kind of theories about how there might be a ‘snowgrave route’ with dialogue/events in sector 7 slums potentially changing due to events at reactor 5 (cloud not being present) going differently. But it didn’t look like anything else was added. Is this right? (Before I spend hours trying to work out the cryptic message!)

We made it back to 7th heaven after the tournament but the only thing that seems to change is a buggy situation where Tifa is present near the bar and talking to barret soft locks the game. You can still continue by meeting Marlene though. FYI: we took the 1.5k payment previously before doing the skip 
« Last Edit: 2023-10-01 05:39:05 by Fireclunge »

Rufaus

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11590 on: 2023-10-03 11:54:25 »
I've got a question about the SP Specialisation.

Spoiler: show
I beat the first Jenova Boss and unlocked the SP-Specialisation. Flowergirl is limitied to 2 instead of 4 Upgrades. I know Flowergirls fate and all, but if you were to keep her after the events of Disc 1 - will she get her final 2 stat boosts or is that the trade off one has to take with her? Cheerio - love the mod so much! 
« Last Edit: 2023-10-03 12:02:09 by Rufaus »

Dorowoff

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11591 on: 2023-10-04 15:58:55 »
I've got a question about the SP Specialisation.

Spoiler: show
I beat the first Jenova Boss and unlocked the SP-Specialisation. Flowergirl is limitied to 2 instead of 4 Upgrades. I know Flowergirls fate and all, but if you were to keep her after the events of Disc 1 - will she get her final 2 stat boosts or is that the trade off one has to take with her? Cheerio - love the mod so much! 


Spoiler: show
Don't worry, if you keep her, you will unlock 2 more upgrades and have 4 stat boosts like the other characters.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11592 on: 2023-10-08 14:39:00 »
The quote function only goes back so many posts, so-

@Dorklord

1. I'd add a rename for red XIII but I think doing so resets all their spent sources, so it can't be done safely

2. That ribbon is the only one available in the game; the NPC on the highwind was a debug NPC that used to fix problems that came up, and I left that one on there for a long time as players would sometimes not get the outcome they wanted. I'll be removing it from the next upcoming patch though.

3. Fort Condor rewards are a bit odd; the script is a bit jumbled and I think it starts to repeat rewards at some point.

4/5. I'm going to try lifting Morph damage this patch, PostScriptThree located the modifier for it.

6. I adjusted selling prices recently but I thought all those weapons were locked to the north crater; I think it should be fine though so I'll leave it as is.


@Kevinhb7p
If it says Magic, then it's using the magic damage formula and should use the Magic stat.

Sega chief,

Thanks so much for making such an awesome mod, I played it through a few months ago and loved it!

Spoiler: show
 Earlier today I showed it to a friend that speedruns the game and we tried guard skip in it. I love the weird extra scene that plays when you meet aerith ‘it begins’ but I was wondering if there was anything else to expect along with it? I was coming up with all kind of theories about how there might be a ‘snowgrave route’ with dialogue/events in sector 7 slums potentially changing due to events at reactor 5 (cloud not being present) going differently. But it didn’t look like anything else was added. Is this right? (Before I spend hours trying to work out the cryptic message!)

We made it back to 7th heaven after the tournament but the only thing that seems to change is a buggy situation where Tifa is present near the bar and talking to barret soft locks the game. You can still continue by meeting Marlene though. FYI: we took the 1.5k payment previously before doing the skip 


Not much happens with that, it was just to mess with the player a bit.


***
I've taken a note of the bugs, etc. people have mentioned and the documentation link being busted; will have these within the new patch.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
« Reply #11593 on: 2023-10-08 22:40:55 »
Mod updated to 2.09997, and the Combat Only version was also updated (within the IRO catalog).

Patch notes
Spoiler: show

2.09997
*) Materia in North Cave Left-Down path that required to be picked up during a jump sequence can now just be picked up from the ground
*) Adjusted conditions for Biggs, Wedge, Jessie to not be visible on the train during Type B
*) Added information about the buggy when acquiring it, including that it can be boarded onto the Cargo Ship in Costa Del Sol.
*) Added an opportunity to save the game after Reactor No.5
*) Adjusted Cait's appearance condition in Costa Del Sol to prevent him appearing before recruitment
*) Changed triggers for examining the vent in the train tunnels; an issue where the Type A route could be blocked under certain conditions
*) Fixed an issue where an item could be picked up repeatedly from Floor 65's conference room
*) Removed debug NPC from the Highwind
*) Morph damage modifier changed to 30% of regular attack damage (credit to PostScriptThree)
*) Bottomswell range-row set to normal

Catfriender

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
« Reply #11594 on: 2023-10-15 07:28:26 »
Howdy howdy~

I was thinking of doing yet another playthrough of this, but I thought I'd ask and see if there's any particularly large or important content updates coming any time soon first, just in case.

BlitzKingJecht

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
« Reply #11595 on: 2023-10-16 15:11:20 »
Hey folks. I'm trying to troubleshoot a new threat 2.0. I've played it before but for some odd reason, the seventh heaven mod doesn't seem to recognize it. Here's what I've done so far.

I've uninstalled/reinstalled the mod through seventh heaven.
Uninstalled and reinstalled Seventh heaven.
Ran only New Threat 2.0 but the game doesn't recognize or prompt me to select my game mode.

I can get a New threat 1.5 to work through Seventh Heaven, but I'm having no luck with 2.0. Can anyone help point me in the right direction to fix this?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
« Reply #11596 on: 2023-10-16 21:25:31 »
Howdy howdy~

I was thinking of doing yet another playthrough of this, but I thought I'd ask and see if there's any particularly large or important content updates coming any time soon first, just in case.

Nothing major in the works atm.

Hey folks. I'm trying to troubleshoot a new threat 2.0. I've played it before but for some odd reason, the seventh heaven mod doesn't seem to recognize it. Here's what I've done so far.

I've uninstalled/reinstalled the mod through seventh heaven.
Uninstalled and reinstalled Seventh heaven.
Ran only New Threat 2.0 but the game doesn't recognize or prompt me to select my game mode.

I can get a New threat 1.5 to work through Seventh Heaven, but I'm having no luck with 2.0. Can anyone help point me in the right direction to fix this?

There was an issue I've just sorted where the mod.xml was wrong, causing the mod to not be activated. It should be resolved now (v2.099972).

Kuraudo.

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
« Reply #11597 on: 2023-10-17 05:57:51 »
Hi SegaChief, Could Fast-Travel to cities through NPC be a thing? In Highwind for example.

Final_Figue

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
« Reply #11598 on: 2023-10-17 16:48:40 »
Hello again, Sega Chief.

I had an idea recently, It´s about weapons and armors. What about to add more options to buy? For example: "Mythril Saber" has these attributes:

* Mythril Saber I
Mag+10, Spr+30 - 3 Slots.

What about to add a second "Mythril Saber" in sell with another attributes, for example:

* Mythril Saber II
Mag+5, lck+5, Spr+10 - 4 Slots.

The same idea could be apply for the armors. So, with this every user can buy a weapon according to their strategy.

Thank you for the last update.
« Last Edit: 2023-10-17 16:55:39 by Final_Figue »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
« Reply #11599 on: 2023-10-23 14:43:47 »
Hi SegaChief, Could Fast-Travel to cities through NPC be a thing? In Highwind for example.

Might be awkward as the highwind's location might end up somewhere inaccessible. I think it's fairly fast to reach places with the airship as-is, especially if there's a choco on board to cover any remaining distance like to Icicle Inn.

Hello again, Sega Chief.

I had an idea recently, It´s about weapons and armors. What about to add more options to buy? For example: "Mythril Saber" has these attributes:

* Mythril Saber I
Mag+10, Spr+30 - 3 Slots.

What about to add a second "Mythril Saber" in sell with another attributes, for example:

* Mythril Saber II
Mag+5, lck+5, Spr+10 - 4 Slots.

The same idea could be apply for the armors. So, with this every user can buy a weapon according to their strategy.

Thank you for the last update.

I don't have space to add weapon derivatives, the kernel (as it is) is quite restrictive in terms of equipment slots. If it's ever expanded though by an external mod though, then would definitely look into it.


***
Minor update was made to NT and NTCO to add identifiers and fix some XML compat flags.