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Messages - Sega Chief

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1
I am currently having this exact issue. Have tried a clean re-install of FF7 and disabling all other mods.

The cause isn't known; I was never able to replicate it. What you may need to do is grab the Ultima trainer and use that to auto-win the battle to bypass the propagate attack.

https://forums.qhimm.com/index.php?topic=28379.0

Hi, is there any way to change the power of Barrier and Mbarrier? They're always overpowered. In the original FF VII it doesn't matter, it's so easy it's not a big deal, but in a more serious version it would be nice if a single spell didn't reduce damage by half. 66% would be fine. Would it be possible to find this in the .exe? According to ChatGPT it's 1DB75E and 1DB77A, but he made that up.

Also, it would increase the difficulty a bit, which I like.

In NT 2.0, Barrier/MBarrier had their effects reduced to 33% instead of 50%; the hext used needed to be relocated to an empty space in the exe in order to get the extra bytes to do the math for it (so the original function is replaced with a Jump to where the relocated function was placed). The # offsets are for when the .exe is dormant/game isn't running:

#Barrier & MBarrier Adjustment = 33% reduction instead of 50%
5DE8B7 = E9 44 54 33 00
913D00 = 99 C1 E0 02 B9 06 00 00 00 F7 F9 E9 AC AB CC FF
#1DDCB7 = E9 44 54 33 00
#512700 = 99 C1 E0 02 B9 06 00 00 00 F7 F9 E9 AC AB CC FF


Hi Chief.  First off i want to say thank you!!!!  The work you have done here is truly incredible, i played 1.0, finished 1.5, now working on 2.0.  Loving every minute of it!

Question, I just ran into a bug, i'm on the first disc, during nebeilheim event.  I know im suppose to talk to sepharath again in the library, but the library door in the basement wont open.  Am i missing something or is this a bug?

Thank you most kindly!!!!!!

I believe you need to talk to Vincent first. The key should be on his coffin (it was changed from the original where you get the key from the safe upstairs, and the key now unlocks the library instead of Vincent's room).

Hi ! Thank you for this amazing mod ! It solves two of my main problems with the game, which are the interchangeability of the characters due to their lack of specialisation and the feeling that you are just going throught the adventure with the two characters in your team, rather than the full 8/9 characters squad.

I really love that you can see all the characters can be seen in different towns doing their own thing. It is something that should have been in the original game and that they actually implemented only for Costa del Sol. Barret seing Eleanor in Kalm before going to the northern crater was so fitting. It might be my favorite part of this mod. It is discreet, adds a lot to the adventure and feels natural.

Do you think it would be possible to have a standalone mod just for these towns apparitions the way you did it for the combat ?

Cheers thanks for your amazing work

There is a NT version where it's just the scripting and no combat alterations (FF7 NT Vanilla Combat I think it's called).

2
That may be an older version. Stardust does like 300 damage. He doesn't have mine or w item. The only thing that does damage is summons and tornado. Sega Chief if you can help that would be great he would like to finish the stream Friday.

Ah sorry I just saw this.

From what I recall of 1.5, Safer is specced quite high and was tough to rush. Looking at Safer's data, he has about 327k HP and takes double damage from Wind & Holy. Best thing to get him with at the start of the fight is Slow as he has 210 speed which is pretty high. Destruct Materia to use Debarrier would also be a good idea to get rid of Shield. Setting the characters up with elemental defence against the 'Hidden' element will help with two of the attacks, and for status ailments want to block Confusion/Berserk from Pale Partsufim (Pale Horse). I believe Super Nova only gets used once, but he should prob pack Barrier Materia to use MBarrier to mitigate a bunch of the attacks, and maybe use Tranquilisers for an extra 30% damage reduction if his HP is a bit low.

As for what to use on offence, I'm not 100% sure as your friend may not have many tools. Tornado spell should be good but it needs Contain Materia to be levelled a bit. The new spell Pearl on the Planet Materia (Ultima Materia) should be effective as well, but it needs that Materia to be levelled up once. The left-up cave path has a bunch of enemies like magic pots and movers to quickly farm AP. If he got any ultimate weapons like Conformer then those should be able to do decent damage if you stack Strength/Luck. Vincent's Death Penalty uses a regular damage formula, but it has Ignore Defence so that could be a good pick too.

3
Hey, Sega, will you be taking any notes from FF7Rebirth for any of the character specific balancing changes? Because if so, I feel that Nanaki's "Behemoth"-like playstyle (taking hits while defending to charge a super mode) from Rebirth would benefit him a lot.

And to keep him distinct from the other tanks, you could rework his passive into being a huge damage boost for his next attack (whether it's a basic attack, Deathblow, a spell, or a limit), but keep him being Yuffie-levels of fragile so there's some risk/reward in having him facetank attacks for his teammates, while also having players consider not just slapping Counterattack materias onto him like Barret and Cid want.

Funnily enough, his current innate in the 2.1 prototype build was based a bit on his Rebirth behaviour; when he takes 10 hits, he gets the following:
+40 STR/MAG & Regen

Issue though is that it has the same kind of flaw that the current 2.0 one has; doesn't benefit much in random battles which will be over before it activates. I could try and implement what you suggested, store hits taken when he's defending and then try to buff his next action or have him loose a buffed attack within a time-frame of, say, 2-3 turns but I'll need to experiment with it to find something that can be made use of fast enough to make an impact.

4
I just finished up my run in New Threat 2.0 so I want to give some feedback from my time with the mod. I know this is really long, so definitely feel free to not approve the post. This is more for you, Sega Chief, than anyone else anyway.
...

Thanks for the feedback; I'm working on a major update that's going over a lot of the mod's balancing, text, and refining its other features atm (ETA isn't known yet as I'm juggling a few things right now) and I'll take this into consideration. Setting up a custom innate trigger might be a bit beyond what I can do but I'll see what can be done.

5
I don't and I didn't know that existed. I do have the 60 fps mod and the 60 fps compatibility mod for Chaos models installed though. I kinda wish I knew about the one you mentioned, because the fights with custom NT models have been mildly amusing to say the least lol. I don't think it's available in the 7th Heaven manager. I just searched for that and I'm not finding it.

The only stuff I have installed aside from NT are things that improve or replace textures, improve the game UI, 60 FPS enablers (but not the one you mentioned, since I didn't know it existed), and also Postscriptthree's gameplay tweaks since it was required to make use of the tri-link materia slots mentioned in NT's settings.

I'll go ahead and mention the other things I stumbled across here and if they are supposed to be fixed already, then it's all G.

The first is, Hydro is granted by the master magic materia, but is not required to have mastered, or even possess it in order to perform the master magic materia blend. I got my master magic materia and went about picking up the various splinter materia I missed only to realize Hydro wasn't a splinter, I had assumed it was part of Contain but it wasn't.

The second is potentially intended... Superball and Light gun are dramatically cheaper to purchase from the Junon shop than the other joke weapons, 2400 gil vs all the others at 20000 gil. Screen shot here: https://imgur.com/a/sLnbPHW

There should be a NT 60FPS IRO in the catalogue; I'll have a look at that and update the typo in that IRO if I can.

Master Materia just needs the original Materia, Hydro I think was made using an unused Materia slot so it doesn't get checked.

I didn't really alter the weapon prices much, but I can make them more consistent with each other for the next major patch.

6
I found a little grammar error in the party recap at Gold Saucer near the end of Disc 1. When Cloud is recapping the events up to that point, he says "In Midgar, we were fighting Shinra 'when they we'...". I included a link to a screenshot on imgur for the whole excerpt.

https://imgur.com/a/XbPE4Fz

That is the most up to date version so it's a bit of a mystery. Do you have anything like the NT 60fps IRO installed? I think that replaces some fields to add code handling for it, so maybe old typos are still lingering. Either that or the IRO isn't as up to date as the stand-alone installer though I usually update both together. Let me know what the other things you've found are and if you're using the 60fps addon or not.

Hi Sega Chief, first time posting here.

Huge thanks for your work, I almost finished my New Threat 2.0 B road.

Still, I'm already looking forward to try the 1.5 version of New Threat mod and I need some little guidance here. I checked the links on the first page of this topic and the two ways to install the mods are 1) with 7th heaven or 2) with an auto-installer. My problem is I'm using SYW modpack from Satsuki Yatoshi (which contains the 2.0 version but not the 1.5) which allows external mods. Is there a way to get the 1.5 mod but for a manual installation ?

Best regards.

These are 1.5's files; I'm not familiar with the setup for satsuki's stuff for external mods but I can try and help out if need be.
https://mega.nz/file/78UVEBoC#Nah4TKtMvj77Facoevf0sbxKZnSX-ED8GKwIR_9hQ_Y

7
Hi dear Sega Chief, been a few years since I last played your best boy mod. Gotta say, a LOT of mods have improved since last time, especialy ninos models, so cute! :-D

Anyways, as Im playing a new round w your mod among others, I was wondering. I never liked Cait Sith as a character(nor its Limit Breaks/body), but liked Reeve. Is it possible, by any chance, down the line, to remove CS from game and replace it with Reeve? Could be given new attacks/Limits etc. Always wanted to play him, but also always disliked CS, lol. Could be after ancient temple or even at once, making a yuffie like reason to join, ie Marlene, or Jessie/Biggs/Wedge hostages etc. Since his dissapointment is immeasurable and his day is ruined uppon whitnessing Shinras treatment of Midgar, people etc, it cant be far fetched to say he can just have a change of his Anxious Heart and joint the crew, after the Ancient Temple. Could even leave that small cat robot thingy on his back to justify eventual same Limmit Breaks, build & whatnot. Im having fun just thinking of possibilities here.
I know its a lot of work, just wishfull thinking.

Also admiring finished Echo S and Archaeology Cut mods, they both look and sound great, but cant give up smiley man and role specific plays anymore for the life of me.

Have there been any talks between the 3 groups/modders of ever joining these 3 into one, or even make them compatible in any way. Now THAT would be an ultimate FF7 blast to the past!

Just killed Zolom w bunch of attack items, love the little & big changes so far! Cant wait to see more!

Is there a guide or tips & tricks text/pdf/guide on your mod walkthrough? Also a question to players as well. Last time i always had to scour this thread or ask anew questions im sure many others have asked before me and vice versa. And since the mod is updated occasionaly, old info might be invalid etc.
Would be nice to have it all in one place and then just updated per need.
Im aware of excels and texts at first page. Im talking more the boss tactics, builds etc.
If I was younger and had more time, wouldve gladly just done it myself, but I dont have so much time anymore, what with life and all. 40+ yo gamer, lol.

Regardles of all else, thank you again for all your love, work and effort, put in this mod and game, appreciate it a lot!

Source Point upgrade system, there are just 4 upgrades now, not 8 or more as before? Just asking before implementing first upgrade.

PS
Where do I get Manipulate Materia? Still with CS or changed? Edit: Nvm, found it here:
https://www.scribd.com/document/580475603/FF7-NT-2-0-Item-Materia-Placements

Also are Fort Condor defense games same as og, meaning deffeat & lose tactics for rewards, or is something changed? See, Ive already started asking what is probably been answered here before, lol!

PPS I just finished saving Priscilla before Junon and after battle, she was verticall the whole time, instead of horizontal. Even her father carrying her, she was upright. I dunno if its a bug of your mod or maybe field model mod bug, just reporting it.
Or maybe she was just too stuck up, lol.

PPPS Was wondering, is it possible to add some status or elemental effects to Tifas Limit Breaks? They are the most dull & boring of the bunch, honestly, even though she is, after Cloud the most popular character in FF7 universe. Or even rework them if technicaly possible?
Ie one attack has a percentage/probability to trigger for slow, another stop, blind, poison, ignore def(if enemy is phys res, at least one attack will do full dmg) etc. Percentage can be fixed or modified by stats or weapon/armor stats. Fixed or random elemental attack, so it cant be abused & to get a roulette option, for funsies.
Would be great to have variety there as well.

Just fought Dyne. He says BACK!!!
I think Back off would fit better.

I think boss tactics and the like were never consolidated anywhere.

Source System went down from 8 to 4, yeah.

Fort Condor rewards may have changed since 1.5 but nothing missable there. There is a masamune for doing all of them, but you can make one of those using items anyway.

Priscilla thing sounds like a bug; unsure if that's NT or another mod that's introduced that but it's not come up before so I'm thinking another mod has caused it maybe.

I think Tifa's limits used to have elements & statuses tied to them in 1.5 or maybe older.

I found a little grammar error in the party recap at Gold Saucer near the end of Disc 1. When Cloud is recapping the events up to that point, he says "In Midgar, we were fighting Shinra 'when they we'...". I included a link to a screenshot on imgur for the whole excerpt.

https://imgur.com/a/XbPE4Fz

I checked the flevel and it seems this has been corrected already as of the current patch (2.0 that is).

New Threat is an amazing mod, and I really appreciate the effort that went into it! In a Twitch VOD, I saw a late-game dream sequence where Cloud relives the Midgar opening. It starts with just Barret, and the player must reunite the rest of the party one by one while progressing toward Shinra HQ. The sequence includes ghosts of Biggs and Wedge, a fight against Jenova atop the Sector 7 pillar, and only ends after the full party exits Midgar. Afterwards, Cloud wakes up outside the cave in Bone Village. Is this sequence part of the official mod, or a fork/mod?

That was in the 1.5 build; there was a 'dark cave' sidequest where you went through a weird version of Midgar. I cut it in the end because I wasn't super happy with it and repurposed some of its scripts into 2.0's Type B route.

8
Hey, thanks for making this mod. I've been enjoying it.

I'd like to report a minor bug. The wonder catcher mini game at the Gold Saucer gives you a potion when it says you've won a hi-potion.

Ah I prob didn't update the text; will fix.

9
Any fix for wutai fire? i did all subquest beating everyone at the tower, i have yuffie with leviathan but nothing happens at the cave. playing 2.0 on spanish and i tryed english version but dosent work!

The sacred fire cave I believe needs Leviathan's Scales key item rather than the Leviathan Summon; you can get this on Disc 3 when returning to the Pagoda and taking on Godo in a rematch.

Hi Sega. I've played NT version 1.5 twice. I recently learned that version 2.0 also has a Spanish translation, which is a motivation to play it a third time. However, I'd like to include True Wait mode. The problem is that with haste + slow the attack ratio changes to 4:1, which makes the difficulty extremely low. I've roughly calculated how much speed should be given and taken away so that the spells are roughly as strong as with vanilla wait mode. I think haste should give +33% and slow -25% so that the spells don't break the game. Do you know how to do this? Or should I forgo True Wait if I don't want to unbalance the game? Thx

I don't know where the ATB modifiers for Haste and Slow are, I'm afraid.

10
Am I being Mandela Effected? I'm playing on Steam Deck and am at the Temple of Ancient clock puzzle. Decided to do it manually because why not and I just keep falling off the hands by walking off lol. It's super annoying. But I thought the only thing that would knock you down is the second hand? Is this a change to New Threat or am I misremembering heavily?

Also thank you for the mod and all your hard work over the years!

It should be the same as vanilla; if the seconds hand (the one moving) touches the player then it knocks them off; shouldn't be possible to just walk off the hour/minute hand. Do you have any mods on like 60fps or similar? I'll have a look at it just in case.

Hi, guys! I'm currently playing New Threat 2.0 combat only, which I'm enjoying a lot, but I'm finding the same problem in a lot of fights: the enemies are getting out of MP so they can't use most of their attacks. Any workaround for this?

Thank you for the amazing work.

That sounds odd but I think this popped up recently with Guard Scorpion; do you have any examples of which enemies/bosses this is happening to so I can look into them?

Howdy guys. First i want to say THANKX a lot everyone who created that magnificend mod. Finaly my childish Aerith Trauma will be resoleve.
But my english little rusty and i confusing sometime so i have a question. I Instal NT 2 Manually by donloader but i watch some stream and watch very Impressive graphic changed mod so i decided re-install it by 7zheaven but small question, that mod part of list from first topic of that theme or i need install it and add manually? Because i absolutley sure Tsunam Mod incompatibility with NT but something like that (sorry again like i say my english not good

Graphical mods can be installed independently; tsunamod's echo-7 is just the voice acting and script changes, the graphics for backgrounds and models can all be used as separate mods/IROs.

Game crashed the moment I (think) I killed carry armor, using Cid's Hyper Jump limit break. Limit animation played out but right when the dmg numbers were about to appear, game crashed. Is this happening to anyone else?

Just a bit more info on this; in the PC version and the Steam port, there's a bug in the graphics driver used with some attacks where a crash or odd effects will occur. Hyper Jump was one of the more well-known ones, and I think Big Brawl is also bugged (Quake3 can also take on menu textures, and some transparency effects will start to malfunction after repeat uses). I thought these were fixed with the FFNx driver that 7th heaven uses but if you're on regular Steam then this issue is definitely still there; I swapped Dragon & Hyper Jump in the Limit Break list for this reason.

11
Sorry Sega, I forgot to ask in my last reply to you. If the sp system can't be accessed in NT 2.0 combat only, could vanilla leveling up be made as a selectable option in the 7th heaven config for the mod with the combat changes still being made? Kind of like what I mentioned before about the relaxed difficulty mode potentially getting added to it.

I'm not sure what's meant by adding vanilla levelling up as an option; currently, combat-only levelling works pretty much the same as vanilla in that you gain stats as you level and has the same EXP curves as the vanilla game. The only real difference is that you start with higher stats so it takes a bit longer before the levels start to increase certain stats (about 20-30 roughly).

So kinda NT Mod 2.1?  ???

Yeah

Does anyone have a save file around the cargo ship after junon first time? Lost my safe file due to a corrupted drive =(

Here: https://mega.nz/file/L4ck3ZZS#8q91pQtO4rvhS9w01JsTNZxdRZRKH-oDR1G9Ti5kR2c
For 7th, it goes here (depending where you installed the game to):
C:\Games\Final Fantasy VII\save

For Steam it goes here:
E:\Documents\Square Enix\FINAL FANTASY VII Steam\user_xxx
If you're playing through Steam though, then I recommend opening the FF7 launcher, dropping this file inside, then running the game and saving once you've loaded the file. This will update the save's checksum to match your game install and prevent the launcher from deleting it when you open it.

12
thanks a lot, that is a big help.

i researched you bro, and out of curiosity, are you really busy these days IRL?
how did college go? found interview with you from 6 years ago.
to me it not matter if you now have 6 figure salary job, main thing want to know is if you got time to make more story content for ur mod?
if i was you bro i would pull a sickie and go on the dole and just make mods 7 days a week. dont worry i wont tell anyone. lol
anyhow , no matter. but i think the best thing to add , if anything, is more story content, more custom made scenes, etc.
you wanted to make a difficult / challenge mod when you began, if i was you i would stick to this intention, up to weak players to git gud.
it is the story content and new dialogue and scenes which set this apart bro, u did good.
would like to see u do more good. it enriches the game for me.

btw im currently in the map of the already solved puzzle, the notorious map with the crane between sectors 5 and 6.
im grinding houses and scorpions and almost at level 50 now.
why i did this? just wanted to be OP

Something about this line of questioning and prying into my business doesn't feel appropriate, so I'm not going to answer. I'll work on making mods when I feel like it, and only then.


Hello there,

I'm curious to know how you write the code to make the innate abilities actibe in the game? I'm thinking of making a mod but I never thought what you did was possible. I'm sorry if I missed this part of you have explained it. Thank you

It's done through the character AI in the kernel.bin; each character has the same script layout as enemies have. In the vanilla game, this AI was used for Sephiroth's attacks during the Nibeheim flashback, to handle Vincent's Limit Break attack behaviour, and for a fully functioning but unused addition to the points handling the gold saucer date scene (characters being KO'd, revived, covered, etc. by Cloud would have been tallied as points and then added onto the points used in field scenes, but they were left out of the tally in the final game).

It can be edited through either the Wall Market tool (direct hex opcodes) or the Scarlet tool (interpreted high-level language editor). The AI looks like this:


13
hi. my first post here.
made an account to ask u  somethin, plus spark some creative desire in u

dude ur mod rulez. big time.
but it is time for more, MORE , more i say. lol
i would like to see more story mod , expanded etc, it would be legit.

also i want to make my own story mod, cant find guides, but ur mod has shown me what iz possible
so i want to make one, but after a full playthrou of ur mod.

i seem to make people angry in the moddin scene coz i want to make a mod
so i dont want to ask anybody. but where did U learn how 2 use these toolz

are they ez to use
or do they require computer programmer knowledge

dude i am serious about wanting to make own mod.
a quick ban from discord which i suspect i would of got if i reacted to some rood people there
would be disrespect to my dream. i have a good story in mind, totally unique mod

i need answers about how plausable it iz for me to use these toolz without immense frustration
i dont plan to go into chatrooms coz people suck
i need articles or guides or something to read to learn the toolz.

peace out. if im ban so long guys. l8r

There are no written guides that I know of, probably some YT videos here and there perhaps by Tsunamods.

The tools take time to learn and use; some things like editing weapon data can be done fairly quickly as it's just changing numbers, but other things like scripting a brand new story scene needs some familiarity with how the scripting works. I didn't have any resources beyond the wiki, so I had to learn how to use the tools through trial & error.

For the field scripting, using the tool Makou Reactor, the way I learned it was I picked a simple cutscene from later in the game and then tried to understand how it works; where the scene starts, how it triggers, the general flow of things happening throughout it; and then I'd try and add something to it using the same general structure that it uses.

Start simple by changing dialogue and the box that it appears in within the script; then try adding a brand new dialogue. Then try adding a new animation and calling it within the script. Things like that to build up.

One thing though; each group's scripts are arranged as follows:

S0 - Init: This runs when the field loads for every single group, and it only loads once; avoid adding any looping logic to Init or the game will hang trying to load. Character starting position coordinates and their ID are usually placed in Init.

S0 - Main: This runs on a loop once the field is loaded

S1 - Script 1-31: For regular groups, these are just ordinary script slots; they only run if they're directly called by another script:
Example:
Deactivate the movability of the playable character

S0 - Main
- Disables access to the main menu
- Execute script #3 in group tifa (No7) (priority 6/6) - Waiting for end of execution to continue
- Activate the movability of the playable character
- Enables access to the main menu
When the group called 'Tifa' finishes running their Script 3, it'll return and continue on from where it left off. Scripts can be called to run at the same time, in which case it won't wait and will carry on while the called script runs in tandem.

Location groups have a bit of different logic for scripts 1-6; these will be marked in Makou as OK, Move, Move, Go, Go 1x, and Go Away. These scripts will be executed when the player: Hit Confirm/OK when standing on the location, when the player moves onto the location, and when the player leaves the location (there's some cross over in functionality between Move and Go).

Hi

Really enjoying NT 2.0.

Was wondering if there could be a possiblity of adding the relaxed mode difficulty modifier into the combat only version of NT 2.0 thats in the regular NT 2.0 version. I would love if mr smiley could somehow also get added into the combat only version as well.

I could probably add relax mode to it; the source system though can't be added as it needs field scripting.

14
Congratulations on this fantastic mod. I'm reliving my favorite game as if it were the first time!


Cheers; I've got some more planned with this coming in the future.

15
Does this mod effect any UI textures? I'm using Aavock UI and its icons, but when I use New Threat Combat Only, it removes the icons from the game.  I made sure NT loads under Aavock, but it didnt resolve the issue.  The icons return if I load NT after EUI, but I get warnings about the load order not being correct.  I should dont I am allowing 7th Heaven to auto arrange the load order and then fine tuning to get a specific result.  The mod does seem to work despite its load order.

NT has button icons that it adds, so it does change one of the UI files.

I'm stuck and hoping that there's a way out of this, because I just fought two really hard fights back to back before being able to save and I'd love to not have to do it again. Any thoughts? I'm assuming I'm going to have to reload my latest save, because I can't get out of the wall.
https://imgur.com/a/SLUm193

What happened exactly? Did you load in that position or did you get yourself wedged in there while moving around? Only thing I can think of is to perhaps download and run a trainer to see if it has a way of moving your current position, I think mav's ultima might be able to do it.
https://forums.qhimm.com/index.php?topic=28379.0

If it can't hack your position, then what it can probably do is help you skip past the battles you fought easier by adjusting the enemy HP down to 1 or something.

16
From 2016, Relic Ring gives Auto-Wall (like a Protect Ring), +20 to Strength & Magic, as well as defending against Dual-Drain and Manipulate (used by some bosses). It will also absorb Hidden...but also Restorative; so if you use it, make sure to have some alternate means of healing (absorb Fire, for instance, using an Elemental Materia).

I realized this was for v1.4. What did you change relic ring's effects? It looks like you changed it to max vit and spr out instead of auto wall. No +20 str/mag... I assumed it was too much? It looks like absorb death and being undead. Am not sure about ???? yet.

I would like to give feedback if you plans to update NT mod. I am not sure if you would like to boost monsters' hp more like x1.5 or x2? I read the past posts and you explained that boosting hp would mess up on some systems. I hope 1.5 or 2 are ok to boost monsters' hp. I feel it was so easy to take it down. Monsters' stats for str and mag are still pretty good enough to beat my team up.

Is it possible for you to add a npc or something to let me know that I have more sidequests to look up after airship's npc with sidequests explanation?

I feel you gave SO much +dex on weapons. More elements or boost hp/mp?

If I don't want SP upgrade, but I would like to have small stats natural growth... Is there a chance for you to have this similar idea to your mind? It is probably good idea to ask in the new game screen before start a game, for instance, pick to depend on SP upgrade or small stats natural growth that you can't change after picking. NO source items if no sp upgrade. 


Relic Ring currently in 2.0 has these effects:
+255 Vitality & Spirit
Blocks KO, Sleep, Poison, Confu, Silence, Frog, Mini, Gradual-Petrify, Petrify, Regen, Dual-Drain, Death Sentence, and Blind
Absorbs Poison, Gravity, ???? (Hidden), and Restorative elements

I think I took the Str/Mag off it so I could max the character's defences as accessories only allow for 2 stats to be raised (Curse Ring has a built-in effect to raise other stats when applying the death sentence at the start of battle).

Regarding the feedback:
1) I'm wary about raising enemy HP as a pitfall I fell into with earlier versions was that I'd test bosses with a fairly optimised party that was using elemental weaknesses & equipment that bolstered their offence stats. Even with the tweaks to things like critical-hit damage & elemental weakness damage multipliers, the time it takes to complete an encounter can vary wildly depending on what the player has equipped. I'll be aiming to make a proper hard mode for a future patch though where I can probably tune enemies to be a little bulkier.

2) I can maybe try and set that NPC's dialogue to mark off completed sidequests or something.

3) I'm currently rebalancing everything for an upcoming patch; the way I've budgeted stats on weapons, armour, and accessories there should be less Dexterity generally on weapons. Armours as well have far less stat boosts on them in the WIP patch than the current build.

4) Characters do have natural stat growth in 2.0; like the base game, the highest these can go is 100 and they increase by a varying amount at each level up. Each stat has a minimum and maximum possible value (usually about 10 or so difference). The max values they can get through stat growth alone is below:

17
Before I ask questions, I really want to thank you for making this mod. I raised with this game when I was young lol. I played many times with different challenges and it got me boring hardcore until this mod and i realized I have FF7 on steam. Worth it.

I am on second playthrough after understanding this system.

fire's effect, reduce def by %1 - Does it stacks? If so, maximum? I need to know since I could not find the answer for that.

Fire 1's effect applies to all Fire 2 and 3 since I did not see the description in Fire 2 and 3?

Feedback - Exp 1.25 boost? come on. it makes this game much easier with hard mode. I kind of wish reduce it to x0.75 or something. Don't get me wrong. Bosses are still tricky to me. I started to feel meh after learning system and made it much easier. I mean I have memory brain from original ff7.

Materia - Some reasons I feel less options to make combo even it has good stats and effects. I am not sure yet until I finish the second playthrough so.

Again, thanks for this mod. I give it 9.5/10

Glad you enjoyed the mod.

For Fire, the effect does stack additively and goes to -100% at which point defence & magic defence will be at 0. Other attacks which do this also stack to it, like Braver. Fire2 and Fire3 also have this effect but to save text space I decided to not mention it on them and hope it's implied from Fire1.

The % is applied after all other calculations, so if an enemy is raising its defence stats with effects or over time:

100 Defence with -50% applied = 50 Defence
Enemy raises its base defence by 50 with an ability
150 Defence with -50% applied = 75 Defence (so effectively its defence only went up by 25 rather than 50)

I'll renovate the hard mode conditions at some point, and I want to do a general rebalance at some stage; the Materia & Materia-Slots will be revised so that pairings can be made earlier and more of them.

18
I am looking for some help with a very strange issue. I can't seem to find anything about it.

When I finish certain scenes I end up on a normal chocobo in the middle of the ocean. This has happened in two separate locations: It happens after I defeat the midgar zolom and it happens after the scene where Yuffie steals the party materia.

Mods are
60/30 FPS Animations for New Threat 2.0,
30/60 FPS Gameplay,
Postscriptthree's Tweaks,
New Threat 2.0
and Gameplay Tweaks - Qhimm catalog.

I'm guessing I've accidentally created some kind of strange interaction with these mods but I have been unable to figure out what it is.

Any help would be gladly appreciated.

EDIT: I finally got some time to troubleshoot this and it happens even if the only mod I have on is New Threat 2.0.  Is there anything I can do?

I'm not sure, the spot you're being warped to is 0,0 on the map and it's where models are stored (set to invisible) when they're usually not being used. I've seen this happen in the past when I added an option to change party leader on Disc 3, but this sounds like the game isn't properly dropping you off at the correct coordinates following a battle (zolom) and from the field where Yuffie steals your Materia. I haven't made alterations to these, so I'm unsure what could be causing it; I don't think other players have ran into it either, but I'll test it out today.

As a workaround, you may need to use a save editor to place yourself back on the world. The Black Chocobo tool can do it, but if you're unsure I can do it if you send your save file to me (either something like mediafire, MEGA, etc. or through Discord; Qhimm has a discord server that can be accessed from this forum, there's a topic with the invite).




I'm stuck here, with frozen dialouge box it doesn't allow me to do anything else apart from accessing the Menu and walk around the room (can't exit the room as it was block by NPC)

Any advise? This is right after Jumping up the electric power on a dolphin.

Do you have any other mods active besides the graphical ones? That scene usually just plays out as normal, it looks like either the window for text has been broken somehow or the script was escaped into a loop maybe by an interaction with the NPC at a bad time. That scene still runs by vanilla scripting (just dialogue changes) so I'm unsure what could have happened. Does it happen consistently? If so, try running through it with just NT enabled and then re-enabling your other mods once you're through and reach a save point.

Hi, the docs says that Tornado is in "Sister Ray Cannon: Base". Is this in Junon right after Cloud leaves the party? Like, at the same place Tifa has a slap fight with Scarlet? (I mean, the Sister Ray Cannon is located there..)

Does this mean that Tornado is missable after you acquire Highwind?

No, it's the chest on the screen after you fight Proud Clod during the Midgar Raid; I'll update the documentation to specify that it's the Midgar Raid and not in Junon.

19
Stuck at bizzaro sephir, whats the tactic? He keeps healing himself, I tried to swap a bit between teams and still

On a 2 or 3 party fight, the Core has to be destroyed for the other parties.

2-Party
*) Fight starts, on Party A, destroy the head and swap
*) On Party B, destroy the head, arms, then Core. When Core is destroyed, swap
*) Back on Party A, destroy the head, arms, and then the Core; this prevents the heal from happening so the torso can be destroyed for the win

3-Party
*) Fight starts, on Party A, destroy the head and swap
*) On Party B, destroy the head, arms, then Core. Swap.
*) On Party C, destroy the head, arms, then Core. Swap.
*) Back on Party A, destroy the head, arms, then Core; torso is left without a heal so you can destroy it from there.

It's a big hassle though, so in the current version of the mod (2.0+) you can select whether to have a 1, 2, or 3 party fight. Using something powerful on Party B or C like Ultima, Pearl, Bahamut-ZERO, or KOTR would also speed it up; there's a checkpoint for Safer too so those Materia can be recovered for that battle if need be.

20
Hmm, I'll try taking off all my mods except new threat and see what happens but for the time being here are the mods I am using. the photo attachment formatting didn't seem to work for me  so heres the link https://ibb.co/zHPwgbT8


EDIT: So I disabled all mods except postscriptthree's gameplay tweaks and tried it and still had the issue, but I disabled that and it is now working. Ramuh still doesn't inflict paralysis however, it doesn't say it on the materia and putting it with added effect doesn't give me anything. I have further narrowed down the cause in the gameplay tweaks to be the "Show effectiveness" feature I had it on require sensing but somehow it was causing the Keeper to become immune to the status effects it needed. 

I see, my guess is that it adapts or in some way interferes with the 'status defence ignore' flag.

As for Ramuh, the reason Paralysis doesn't apply for the Materia is because the right-most byte that handles statuses isn't there for Materia equip effects so only the actual summon attack itself carries the status. I should have probably just picked a different status instead as it's misleading.


Hi,

I want to replay FF7 with all the "MUST INSTALLED" list below:
https://forums.qhimm.com/index.php?topic=21345.0

This mods seems pretty nice and keep an OG vibe i want for this run.
Although, there are no improvement in difficulty and i want a more challenging game without being hardcore.

So i think of adding NT to my playthrough. Some questions though :
Does NT 2.0 Combat Only also adds the "class" thing ? Or it's just battle number and pattern ?
Does NT 1.5 exists in Combat Only (didn't see it)

Thanfs for your reply,

Combat Only just alters enemies and what the player can use (character stats, equipment, spells, etc.) Things like the source system to custom spec the characters aren't in there as it relies on field scripting. As for a NT 1.5 Combat Only I don't think I made one.

21
Hi, I am playing through 1.5, I played this mod back in 2017 and really liked it so 1.5 is the closest to how it was back then. However, I am at powersoul keeper and I was really looking forward to this fight cause I remember it being challenging and needing strategy for it BUT it seems like the boss is actually broken right now. It uses powersoul charge and it heals and gets haste and barriers I believe. That seems normal. But when it uses oversoul charge, and it is supposed to go berserk, nothing happens. And it just spams these charges and out heals all my damage. I casted berserk on it, and nothing happened. I don't know why it is not working. I am playing through 7th heaven. Of course I could always come back and one shot it or maybe use a cheat to do so, but if this is broken I am worried other things might be as well, and it is really making me not want to keep playing. So any help or a fix would be greatly appreciated.

It must have somehow gotten immune to berserk, I'll need to check it and then update with a fix. I had this same issue occur recently with a boss in 2.0 so I'm not sure what's going on, maybe a tool thing when saving.

I don't seem to have anything from 2017 for 1.5, but I do have this 1.4 IRO from October 2016: https://mega.nz/file/TwlwxLrD#ddzlfEFVyasIpLE_eUn5r7fw8zsfHHg9zPc8usq_kTA

Edit: I tested the 1.5 boss out but it seems to be applying berserk to itself with oversoul charge as intended, I'll change the AI trigger regardless so that it can't be used again as it currently relies on him being below 20% HP + not being in berserk, rather than using a hard flag. Do you have any other mods on? I'm trying to think what could have caused berserk to not apply; he is immune to the status, but the oversoul attack has a Status Ignore flag on it. It's maybe something interfering with that.

22
I've been playing New Threat 1.5 and can I say, it's way too hard.  It's ridiculous, in fact. 

I've been trying to defeat the Thousand Gunner boss(es!) and this thing is just absurd.  I can hardly get a hit in before I'm attacked, I can barely damage  this boss and I'm getting fed up.

This mod is a chore, not fun and for the first time ever is making me want to quit an FF7 playthrough.

Ah, sorry you had a bad time with it; the 1.5 build has a lot of difficulty spikes in it which is something I kept in mind when refactoring the mod into the 2.0 build.

Considering it's literally the most widely used and most popular gameplay mods and I've never once heard it be called "way too hard", sounds like a skill issue to me. Don't blame the mod, especially after the winning strategy was spoon fed to you. And if you don't want the help, then why the hell did you bother registering an account and posting in the first place?

I have heard it be called way too hard many times, tbf, but the fights in 1.5 are all doable with a bit of know how.

23
Ahh so the Chocobo clues are meant for a new run through then I guess

As of the latest update, there's no longer any chocobo clues and the boss fight is unlocked by completing the four materia caves so it can be done on the same playthrough.

24
Did the Twin Viper ever get added to the Shinra Mansion as is described in the documentation? I looked all over the place in the current patch (v2.099998), and I couldn't seem to find it anywhere, either.

It should be upstairs in the room with the bookcase stairwell; the triggers for it seem to be correct but is this chest missing/already opened?



***
Mod updated to 2.099999; I fixed the triggers for the secret battle on Disc 3.

25
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

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