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Messages - Sega Chief

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1
I'm playing 2.0 type B and I was wanting to get my Master Materia but I have an issue. Both Exit and Manipulate won't master. Their stars are maxed but they keep accumulating AP. Throw is the same way too. I also have a random Earth materia that has done this but of course, this happened all on one time materia! Exit is at over 100k AP. Please check this.  I want to say, I scoured the world and found where to buy each of these and got the required AP again and this time they Mastered. I was able to finally get all my Master Materia. Also, I broke the rock for Gi Spectre the first time through without Black Veils. I am back on Disc 3 and I cant find any in the cave and there is no prompt in the caves anymore.

Might be the AP reqs were changed but pickups weren't adjusted, so I'll check through.

As for the enemy formations,
Spoiler: show
they're no longer required for unlocking the extra fight in the Crater; just the four materia caves and a secret fight triggered in Shinra Mansion (it's unlocked by playing the usual song on the piano in the downstairs west-wing; some of the keys are duds but will register as correct input, just makes it harder to play by ear).

2
Hello, I'm near the end of the game, on my first modded playthrough, Scenario B, and for whatever reason, I can't get the red huge materia to give me a Master Summon.

I tried unequipping all my summons, I tried waiting until disc 3, I tried equipping every summon for one battle, just in case their "mastered" status doesn't register until they've gone through the XP/AP/Gil screen or something.

Is there something else I need in order to trigger the event? How do I fix this? What should I do if the Master Command/Master Magic give me the same problem once I have the ingredients?

I'm not 100% sure; it must have stopped working at some point, but not sure when. Green and yellow should be fine so long as the original requirements are mastered (the new ones that were added won't be counted toward it). I'll test it out and put a patch up in a the next few days.

3
Hello.

I did the Godo rematch and beat it once and had a game over when fighting the boss in Da Chao. I was not able to save after the Godo fight and now when I finish the Godo fight again, the game gets stuck in the dialogue box with Yuffie saying "Are you tryin' to waste my time?! All you did was make yourself look big! And super gross!". All mods aside from NT 2.0 were disabled. If it helps, here's the last 20 lines of my FFNx.log file:

I think there's a weakness in the scripting where if the dialogue is advanced at a certain speed or timing, it can lock up. What I'd recommend you do is grab the Ultima tool (https://forums.qhimm.com/index.php?topic=28379.0) and use that to clear the 2nd Godo fight quickly and then when doing the dialogue afterwards let each text box fill and sit for a second or two before advancing it. I'll take the scene apart and try rescripting it.

4
I'm playing Version 2 Type A Hard Mode and I was really enjoying it, thank you Sega Chief, up until around when I got Powersoul. It is now way too easy. Trying to figure out why. Am I over leveled?  Im up to the underwater reactor and cloud is level 57 and used party members range from 51-59. Didn't grind except to get good equipment 3x when available. Curse ring in cave of Gi might be the issue as that was amazing early. Now it is starting to show drawbacks with wall buff immunity and heal resistance, but battles are too short for it to matter. Or maybe just using the item/steal location info made me too powerful.

Edit: just finished underwater reactor and beat Lucrecia. Lucrecia was a very tough fight, but I suspect it shouldn't have been possible at this point.

Edit2: beat, afaik, everything. The rest of the storyline was not challenging. Mostly just sneak attacking things to death. The only boss that was engaging was Safer Sephiroth which was very good. In terms of endgame content, Ruby W, Emerald W, and The Calamity were challenging and made the otherwise absurdly powerful abilities you get late game useful. Had to think up some sophisticated setups for them so the mod was really great in terms of post-story content.

Powersoul is too strong and Curse Ring being where it is doesn't help, so I can maybe move Curse Ring later like it is in base game. But then Death Sentence is still there in Cave of the Gi so it's probably not going to be sorted until the formula itself is modified in some way.


It has been awhile. My old comp died, so now I am on a windows10 machine I was gifted. Put FF7 on it and installed New Threat 2.099999 (the download link on the front page of this thread). Encountered a game breaking bug at the church in disk 1. Fight with Rude (immediately after meeting Aerith) ends and then the screen turns black with nothing happening. It is ... annoying to say the least given how fun New Threat is to (re)play given the amount of time since I last got to enjoy it. Also, typing this message via cellphone is VERY difficult given these forums are not set up for mobile phone usage.

Edit: Was playing original pc version (not steam, but the original 1998 PC game,as I still have the original disks I bought so long ago) of the game, scenario b, just in case it needed to be said.

Second edit: I am going to download a copy of the save files to see if I can bypass the problem making the church fight make the game black out as it seems to be doing. Will make another post if that is nonviable.

Third edit: The saves seem to all be for "Type A" gameplay, not Type B. Damnit, that makes things difficult.

Another bug report for @Sega Chief , so, given the Type B game will not load after the fight with Rude in Aerith's Church, I bit the bullet and started up a new Type A game and encountered a similar game breaking bug in the Junon forests with Zeigfried. Battle ends and then everything goes black, as if the game wanted to load something but lost track of what it was going to load. So, yeah, that just happened. >_<

These don't seem to occur on the steam/7th versions, so it's likely there's something there that the 98 version is tripping up on. The script in the church seems fine, no special handling or anything going on so I'm unsure what would be causing a crash other than some issue with transitioning out of the battle module to the field module. This is where the battle occurs:

Code: [Select]
Set the music #3 for next battle
Start battle #9
Play music #1
Execute script #7 in group lude (No21) (priority 6/6) - Waiting for end of execution to continue

The Ziegfried thing is actually the Mystery Ninja encounter so it has special handling to move the player from the world map to the yougan2 field (where Yuffie is normally recruited through a series of dialogue checks).

The only two things these crashes have in common that I can see:
1) Happens right after a battle
2) Instruction to play music is given right afterwards

Unfortunately I'm no longer able to install the 98 version to test, so I'm not really able to do any proper debugging. One thing you could try is converting the 98 game using the 7th heaven launcher or, if that doesn't work, trying DLPB's Reunion which I think also does a conversion; that should prop up the game's internal workings a bit.

5
ohh! ok i finally defeat them all, including The Calamity. but ???? item didn't get consumed after the fight, meaning i can do it indefinitely. is that intentional?
i like what you did with Emerald and Ruby weapon. their hp isn't as high as in vanilla (i thnk), but definitely need some strategy. never thought emerald is suspectible to poison. i think Vincent is the star of the show against both of them. his Chaos limit is tanky and do a lot of damage.
now only last boss remaining, i'll do it later! really love this mod!!

Kinda wasn't, but I figured may as well leave it in there in case something gets added as a reward for beating it.

Chaos is kind of slept on, the defence buffs the form gets makes it worthwhile.


for 3rd and 5th limit it takes around 160 kills, except cloud who needs around 300. i think the fastest area to get limit is bone valley, area after bone village. equip flash and go nuts, everything there are suspectible to instant-death

for 2nd, 4th, and 6th limit just use your 1st, 3rd, and 5th limit respectively several times until new limit unlocked

btw i already got bahamut zero, master magic and master command, but i can't get master summon. there are total 16 summons right? or maybe since getting them in mastered state, the game does not register them as mastered yet?

also, when equipping addeft effect+hades on weapon, does it applying status effect in this mod? because i feel like it doesn't, or maybe the chance is reduced here?

It should work despite them being 1-star, I think they all need to be in the Materia inventory for it to register so make sure all Summons are unequipped. If it still doesn't work I'll take a look at it.

Hey Sega Chief

Do you have a document outlining all your script changes? Like the one the SAC team made for theirs?

I don't, sorry. The dialogue changes fall into these three:

1) Reformatted default dialogue, made more PS1-leaning in places (the PS1 and base PC version have differences in dialogue)
2) Exposition scenes rewritten to make story points clearer or introduced earlier (Black Materia for instance is mentioned on Cargo Ship)
3) Any new dialogue written tries to match the style of 1)

6
finally my E-skill is complete, thank you very much!

i thought X-attack and W-magic can be gotten from special battle. so is it a random drop from there?

In the mod, W-Magic and X-Attack both come from the Kalm Traveller, for defeating Emerald Weapon and Ruby Weapon respectively.

7
i already learned chronocure from death dealer, only 2 left so i assume it was angel whisper and pandora's box. if that's not the case, what is it? here's the list of E.skill i already got:
frg song, magic hammer, LV suicide, white wind, big guard, mustard bomb, death force, laser, matra magic, virus, chronocure, dragon force, beta, trine, aqualung, magic breath, bad breath, goblin song, chocobuckle, death sentence, ????, shadow flare. it's 22/24

btw even now i still don't know how to utilize the multi link, it seem to me the 3rd slot is not doing anything. i definitely need a guide on this

Slot 3 seems to have some restrictions but you'll need to check in with the PostScriptThree discord channel to get more info as I can't remember what those restrictions were off the top of my head.

E. Skills missing are:
Antipode: Replaced Flamethrower, the Ark Dragons in Mythril Mines should have it. It'll be pretty useless at this point though, as it was an early-game skill.
Pandora's Box: This one should be more useful though; it's on a Silver Chocobo hanging out in the Great Glacier. Check the map and head for the middle area where there's a fallen tree acting as a bridge. You need to bring 1 Zeio nut with you and prepare for a boss fight. He'll use the skill as a final attack, and will respawn after you leave and re-enter the field if you miss it.

Hi Sega Chief, first of all, thank you for your work, I love it. I wanted to ask you a question. When you defeat the first boss, the scorpion, depending on your skill, the loot you get depends on your skill level. If so, could you tell me how many possible loot drops there are and if there's a spreadsheet to see what each boss drops? Thanks.
 :)

Hi WDX, thank you so much for your reply. I read somewhere that, depending on how quickly and efficiently you fight a boss, the game rewards you with different loot; it's like an S, A+, A, B, and C rank system. Sorry if I'm not explaining myself well.

No, nothing like that has been implemented.

i wish that's true, it would be awesome. anyway, does anyone know how to get different special battles? i keep getting ziegfried at final wave. and how to farm gospel spark?

I set all Battle Square routes (the Keystone one, Disc 1, Disc 2, Disc 3, and Special Battle) to all have the same 8 enemy formations in them so players could more reliably farm through them. I don't think there's a way to farm Gospel Spark, there's a finite number of them (unless you use the W-Item trick).

8
my bad, sorry. i just got it on disc 3. btw on my first playthroiugh i got attack all materia somewhere, but on second playthrugh i didn't get it by the time disc 2 ended, probably missed it in midgar raid. is that materia can be obtained somewhere else?

also i just found out what caused the high AP cost glitch: it's the multi-link slot option in mod configure. as soon as i turned it off the AP changed. turned it back on, it goes back to previously set. i enjoyed the game more with high AP requirement though, forced me to grind =D

i think i found a bug with multi slot. wuth it on, after i beat omega cait sith, the game crashed. it happened 3 times. but then i turned it off, and no longer crashed.

regarding enemy skill, i already learned most of them, except for angel whisper and pandora's box. angel whisper is from pollisata (LV 70), but it can't be reflected, pollisata seems to immune from confuse, and can't seem to be manipulated (my char is lv 81). as for dragon zombie in north crater - expanse, while i'm glad it's on random encounter, it doesn't seem to have pandora's box. please correct me if i'm wrong :D. is the manipulate formula still the same as vanilla? as in manip rate: 50 + user level - target level?

how to change the reward in special battle? i keep getting ziegfried at final round

the calamity is just crazy man!it seems i need more gospel spark but it's very rare.

Ah I see, so it's that. I've probably adjusted AP rates at some point and not updated the multi-link version.

I'll check out the crash on that boss with the option enabled; seems odd that it would cause an issue there, but I'll see if I can replicate it.

I think Angel Whisper is no longer an enemy skill, and the one you're after is Chronocure from the Joker enemy. I should probably have not done that though, as people would likely go for Angel Whisper thinking it's still an E.Skill. Chronocure's animation can also cause issues with spell tex mods (or FPS mods, forget which) so I'll likely put it back to using Angel Whisper in the future update.

9
i see, thanks! also question about limit break. in this mod, how is the damage calculation? is base power also amplified by strengh/magic stat and level?

well superboss rush said it's in junon beginner hall, but i didn't find them there. so maybe NT 2.0 override it?

i just found out a difference between standalone and 7th heaven NT 2.0: in standalone, in shinra mansion safebox boss, it was the 2 headed zombie like in the underground, but with cloud and sephiroth head. in 7th heaven, it was lost number.

Damage calc is the same as vanilla; Level ramps up physical attacks a lot more than it does for Magic which relies more on the base power of the spell.

The mod has two modes; Type A and Type B; in Type A the boss is Lost Number, in Type B the boss is a yin-yang guy.

10
ooh i see! so it's really just 2. thanks for the clarification. please keep that one error, i beg thee! i installed 30 mods, but only NT 2.0 and super boss rush that's affecting gameplay, all others are like cosmos memory, finishing touch, cosmos gaia, wizard staff, and other graphics and interface mods. i don't know what affected the kernel. but it's okay, higher AP requirement means reason to play longer and more challenging!
btw i just messed up in getting ziedrich from fort condor by going to cosmo canyon before revisiting junon, damaging buggy. is there any way around this or getting another ziedrich somewhere?


Super boss rush shouldn't be compatible, that's like a separate gameplay mod; I'm surprised you're running the two together and not running into crashes.

The Ziedrich from Fort Condor is just an extra one, you can get them gauranteed elsewhere. I think one is dropped when you go for the red materia cave. You can also steal one from Rude during the Midgar Raid (fight with them in the train tunnel).

11
I definitely think this question has been asked before, but since I have no idea how to search an individual thread on this website I'll proceed to ask, does the “combat only” version take away sources you get from morphing? If so how does one increase stats, if this version doesn’t have the stat upgrades?

It does, but it doesn't factor for it in enemy balancing; this'll be addressed soonish when I do a once-over of all my mods.

I'll ask a question that's also probably been asked but I'm having trouble finding the answer lol

I've gotten to the bottom of the Crater (unlocked leader change) and I'm cleaning up side content. Someone in Battle Square talks about Extra Battle. I beat Special Battle but how do I unlock Extra Battle? And while I'm talking Gold Saucer, what is the best way to farm 10000GP because holy moly

Extra Battle was retired from the 2.0 build, that only exists in 1.5. It sounds like I've left dialogue referring to it in by mistake.

As for 10k GP, the best way is chocobo racing; as you get chocos to A/S rank on the way to get a gold, you'll acquire a whole bunch of items/materia that can be traded in for 300-500GP a pop. Otherwise, there's an NPC in the entrance screen that sells GP for gil (he's been scripted to always appear now rather than randomly like vanilla).


so far great work with this mod! i enjoyed it very much. but got a question:
1. i'm on disc 2 with Tifa as leader, and i still haven't found the third enemy skill materia. where is it?
2. regarding the game's economy, how to farm gil? in vanilla we can just master all materia and sell itfor 1,4 million gil, but now how to efficienty farm gil?
3. after cloud revisit nibel with aeris and the used-to-be secret scene in mansion lab played out, cloud/zack were thrown into multiple round battle. i died on 3rd round. but if i somehow able to beat them all, what'll be the rewards? on 3rd round after geting emission attack my hp got sapped and healing cut in half it's crazy
4. i've been playing with only the mod so far. now i wanted to use 7th heaven mod manager. but the problem is, i can't start the game through it. it always said something wrong with game driver, when i check through setting - general setting - game driver, it said FFNx.toml file t found and i need to run the game at least once and try again. did so, then shutting off the game, then it still unable to play with mod manager. any solution? could it be because i already install new threat 2.0 before getting mod manager?

There's only supposed to be 1 Enemy Skill Materia in NT (Red starts with it equipped) but I think there was a 2nd erroneously left in Junon's Respectable Inn (Beginner's Hall).

I think mastreing Materia is still the best way, if you head for the left-up path in the crater where the movers and magic pots are, they give more AP than vanilla and the pots will drop an Elixir when defeated so you effectively don't lose one.

There's no prize for beating all the rounds; it's an optional challenge people can take on, but nothing different happens if you win.

If you installed NT prior, then it's probably the .EXE it doesn't like as 7th wants a vanilla ff7.exe/ff7_en.exe. Best route is likely to restore the vanilla install and then run 7th on it. Save files should be fine but just in case, they're stored either in the 'save' folder of the FF7 install or in 'E:\Documents\Square Enix\FINAL FANTASY VII Steam\user_[yourID]'

i see. i'll try again now that i managed to play with 7th heaven. anyway i also have another question:
so on my first playthrough, i used FF7 2013 with standalone NT 2.0. can't use 7th heaven probably due to pre installed standalone. in that playthrough i just reached disc 3. i still can't find the third enemy skill, hydro, pearl, and a bunch of late game items. then i tried installing the OG version from steam. it somehow replaced the 2013 version and i gotta start anew, but now i can use  7th heaven and NT 2.0 that's available there, along with a bunch of other graphics and utility mods, but no other gameplay mod unless NT 2.0 . i noticed AP requirement difference in every materia, way higher than standalone. is there any other difference i should be aware about? like different scenario or item placement?

Spoiler: show
during first playthrough, so far i only find the following:
omni slash and great gospel from nibel event
highwind from end of disc 2
premium heart and final heaven in their old spot
ultima weapon is still the same as vanilla, right?
 i searched around and found out about new bosses for getting other ultimate weapons. can i assume all of that available in disc 3?

also in standalone i beat godo tower but only getting leviathan materia and dragon scales. but in a youtube video, i see people getting leviathan scales 


Stand-alone and IRO should be the same, so just to be careful; do you have other mods installed that may affect the kernel? If the AP costs are different then maybe something's overwritten the kernel.

There are some changes that have been made over the years so it may just be version differences, but for the Pagoda it's done twice; once on Disc 1/2, then again on Disc 3. Try heading back in there and talking to Godo again with Yuffie there.

Most ultimate weapons/LV.4 Limits that have events attached to them won't be accessible until Disc 3.

12
Qhimm's back up (for now).

I wanna note that, as someone who favors magic in their runs, Magic vs Physical feels *mostly* balanced, as most cases of Physical overtaking Magic relies on prior knowledge of bosses' weaknesses (and remembering to set up your Elemental Materia correctly), while in Magic's case, you're likely to have multiple elements on your Mages anyway and have to manage your MP (especially with extensive usage of Enemy Skills) to accommodate for more easily hitting weaknesses. The point where the scales tipped heavily in favor of Magic is when Comet entered the chat, as its defense piercing properties (at least in former versions) trivialized almost every boss in the game, particularly those whose gimmicks *WERE* their high defenses. Physical builds usually have to wait until Ultimate Weapons come along (*cough cough* Yuffie *cough cough*) or are compromised with very few materia slots to have defense piercing, and require a lot of Counterattack Materias to compete as easily to even a Doublecasted Comet.

So, endgame builds for a Mage would prolly have (Master Magic/Comet = MP Absorb)(Comet = MP Turbo)(Comet = Quadra/Octacast) at minimum, which is honestly not *too* big of an ask in terms of Materia slots and provides the Mage with reliable MP sustain without needing to guzzle Ethers, and it lets you favor weapons with high Materia slots without any detriments to your Damage Output.

while endgame builds for a Fighter would want x4 Cut, maybe 2-3 Counterattack Materias at minimum for higher counter odds + multiple couterattacks per instance of being hit, Cover to increase their odds of *being* hit, and likely an Elemental Materia combo. That's about 6-7 (ha) Materia Slots, and iirc Defense Piercing weapons only have 1 linked pair of materia slots, outside of Yuffie's Conformer, so it's a bit of a bigger ask *and* requires you to be on top of what's paired with your Elemental Materia. But on the plus side, you don't need to worry about MP Sustain since you're hitting high damage numbers for free.

I assume that in the planned 2.1 release, Comet being super powerful is already addressed by either removing its Defense Piercing Properties (I don't recommend this), or by moving its acquisition to later in the game (I think this would be better so that fewer gimmick bosses get trivialized by it), which will fix the long-term balance of Phys vs Magic, imo, as it will turn the pros and cons of them to largely being Phys gets their damage for Free, while Mages can more easily hit weaknesses & offer good support utility when needed without the use of a consumable.

I've been focusing heavily on defence values; in the 2.0 build, I steadily scaled defence values up as the game went on but this was the wrong approach. Defence stats are more like % mitigation, so I've went with having more similar values throughout. That should keep defence-ignoring stuff more under control.

It's my first time playing OG FFVII since about....2004? And I'm having blast playing New Threat 2.0 (Combat Only) alongside the Echo S-7 mod. I'll probably give New Threat 2.0 (full version) a go around after I finish this playthrough. However I have a question, I've gotten all 16 summon materia (and they come at a max of one star so I assume that means they're mastered?) but when I interact with the red huge materia, it doesn't give me the master summon materia. I just defeated Diamond Weapon and I head back to the observatory but I don't get anything

It might be to do with it being on the other mod's flevel, I think I had to set things up to get it to work with the 1-star summons.


Im bit of an idiot when it comes to setting up mods and adding them to the correct game, file, etc., so does anyone have the full on installation of this thing? Like the base game, the mod, anything else necessary, and so forth? FF7 is my ALL TIME FAVORITE RPG IN HISTORY, and I'm dying to play a game like this- I DIDNT EVEN KNOW IT WAS A THING UNTIL TODAY, AND I JUST MADE THIS ACCOUNT TO REQUEST HELP TO GET/PLAY IT XD!!!

For NT with no mod manager, then the main installer does it. If you want other mods, then get the 7th heaven mod manager and that has a mod catalog you can DL from.

New steam version is out, but is over the double of 2013's size so I wouldn't be surprised they changed how a few things works with the .exe like ff8 / ff8 remastered.

Sega Chief do you have plans to port NT to the new steam version as well (either prior to 2.1 or after) ?

I think 7th covers the new version but I'll take a look to see if I can adapt the main installer for it as well.

Hi! Not sure where else I could ask about it but I've been playing NT on and off for a few years now with a few full runs under my belt but for this most recent playthrough I wanted to try a run with Shinra Archaeology Cut! 

I know I could pair it with the combat only mod for the extra combat mechanics and extra friction but I was actually wondering if there happened to be an IRO file for the character model changes that the full NT mod has, really love the little extra details those models have.  Sorry if this has been asked before, just didn't know how else to find out.

I don't think they're in their own IRO, but I am updating the model swap IRO I have to cover field models so I'll add them to that. It'll be released in a few days from now.


***

Just a general thing for everyone; one of the unapproved posts had a link to something that was claiming to be a GoG version of NT, but it was a bit of a suspicious link. Avoid DLing NT from random sources if you can.

13
Hello, Sega Chief! I don't know if you remember me, but I used to go by SirBlackMage here (and on YT), now under a new username for various reasons. I was the one who compiled all the Steal/Drop/Morph info for NT 1.5 in a spreadsheet. I was also 15 back then so sorry if I posted cringe at any point haha

I haven't seriously played NT in nearly a decade, but I'm still a big fan of the mod and currently running through 2.0 for the first time. If it's not too much trouble, it would mean a lot if you could change the line crediting me in the 1.5 spreadsheet to my new username (Aedolon).

I also come bearing a bunch of feedback/infodumping about my run: I'm playing version 2.092 Hard Mode Type B and I turned off EXP pretty early (shortly after Midgar), locking my levels at a 16 average. Below is my experience thus far, having played up to Mideel. I'm sorry for the inevitable overlap with other peoples' posts, but I'm sure you'll understand that I can't go back and read the 300 pages of posts since I last played haha. Big congrats on your mod's popularity by the way, 7 million thread views is CRAZY!!

Anyway, extensive feedback below (warning, long):

Spoiler: show

- I'm doing a ton of morphing. Early Morph (and Added Steal) is great fun and I love the way Hard Mode encourages it. Picked up a nice amount of all kinds of consumables. But of particular note here are the X-Potion & Turbo Ether Morphs on the Cargo Ship, as well as Elixir in Corel Prison and Hero Drink II in the Whirlwhind Maze. These are all incredible consumables, and being aware of the limited-time availability of these places, I hunkered down and grinded for 20-30 of the healing items and a dozen Hero Drinks. I find the design decision here a little dubious. Seems like it's much more effective to do an hour of farming in each of those spots and set yourself up for the rest of the game than farming those items literally anywhere else later on. This put quite the halt to my progression in those spots, as it just seemed too good of a grind to pass up. This also made finding any Turbo Ethers/X-Potions/Elixirs later on much less exciting. Could just be a me problem though, as I'm hyper-aware of stealing/morphing everything and preparing for all possible situations because of the low-level thing.

- The enemies doing 300 HP fixed damage attacks on Corel Mountain/Railway were really annoying for me with my low health. I was actually level 13 here initially but went to 16 just so I could survive two of them with everyone (This turned out to be a good idea anyway for a lot of later HP thresholds). Might be that they only counter magic or something specific (don't recall) and I potentially skill issued. But I genuinely didn't often get hit that hard for quite a while following that area when properly itemizing, so lowering their damage a little bit might be worth considering. Or having it be reducable to 200 by Barrier, maybe?

- Cait's incredible natural HP has made him the best Cover-tank by an absurd margin. I was genuinely shocked when I saw his almost 2k HP at level 16 when everyone else was at 500-700, to the point I thought my game was bugged haha. I figured I would need to turn off No Exp before the end of Disc 1 to keep having fun, but that sure changed things. Suffice to say, he has literally never left the party since that moment. Since Cloud is mostly forced, this has reduced my freedom when team-building quite a bit. Third person mostly ended up being Aerith for her great Magic. Would've been neat to have Barret or someone else tanking sometimes, but with a ~1200 HP gap, that's just unreasonable. I assume this is much less egregious if you're actually leveling up?

- The morphs from the safe boss in Shinra Mansion (Enhance Sword) and Presidential Guard in Rocket Town (2x Shinra Alpha) were kind of absurd for that point in the game, but in a fun way so I didn't really mind. 8 slot weapon with those stats AND double growth is kinda nutty, and 70 defense, +37 dex on an armor with 7 slots is also up there. Have almost never taken them off once since I got them, so might be worth reconsidering that placement if balance is a concern.

- I was a tad bummed out at how easily I was able to complete the entire Battle Square when going for the Keystone. This was genuinely challenging at level ~20 in 1.5 (or maybe 1.4) and needed me to find a good setup, while being a breeze for a level 17 Cloud in 2.0. Could've sent Cait in and it would've been even easier. Also a bit sad that you don't get any equipment as a reward anymore, getting the Organics there kinda ruled back then.

-  The Wutai side quest also felt a bit too easy. Maybe that was because I had a bunch of materia left over. Does Yuffie steal less materia compared to vanilla? Aps put up no semblance of a fight. The Pagoda, meanwhile was... odd. I like the idea of each of the fighters being hyper-specialized, but it felt a bit too gimmicky to me. Might just be personal preference, though. Godo only having 4000 HP (afaik) made him die really quickly, which somehow felt easier than vanilla.

- Magic use has mostly outpaced physical attacks by A LOT, but I suppose that's to be expected when at low levels. The balance document (read of all of it, thank you!) spoke about Level being much more important for phyiscal attackers. Might be nice if that discrepancy could somehow be lessened a bit for people playing at lower levels, but of course the meta doesn't have to account for niche playstyles.

Deathblow + Added Cut was semi-viable for a bit, then dropped off, and came back in a big way with Powersoul + Curse Ring. I really thought it wouldn't be that good with the nerfs and didn't even try it until Tifa was forced into the party in Whirlwind Maze, but my girl has 200 Strength and is beating the crap out of people haha. Grit is also really nice for going into fights at critical HP and at least living one hit. Props for giving her that passive, all of it feels really good to use together. This is reaching ahead a bit, but as of now Aerith still mostly outdamages her ST Deathblow=Added Cut with MP Turbo=Hydro/Comet2 and her MT Slash-All with Magic Breath, but at least Tifa can keep up well enough, especially for those magically bulky enemies. Sad she'll leave the party soon and I'll have to use Cid and then Cloud again as Party Leaders haha.

- Hard-stacking stats like Vit/Dex/Mag is much easier than I expected. Of course, my characters are properly SP-levelled for these purposes as well. But with the summons having such amazing boosts (Titan/Kjata/Bahamut/Neo Bahamut my beloved), I was able to get 255 Vit on Cait really early and Dex at 150+ on 1-2 characters with the Shinra Alphas which feels very good, to say the least. Now before Mideel, my Curse Ring Tifa has 205 Strength and 255 Dex, while Circlet + Mag Plus Aerith has 145 Dex, 210 Magic. This isn't really a complaint, I suppose I'm just surprised. Especially at low battle speed, Dex feels like the god stat, but that's how Speed generally is in these games. While levelling Vit on anyone who isn't actively tanking feels like kind of a waste, as >90% of phyiscals seem to be single-target and Cover-able. Again, not complaining, I'm having a good time playing around with the stats regardless.

- I only started to be seriously challenged at Jenova Death and Junon Escape, going for morphs. The first scripted encounter during the latter genuinely felt like being gunned down by a firing squad and it was kinda awesome. That part was stressful in the best way possible.

- Following the aquisition of the Highwind, I took advantage of the brief time period where Tifa is forced into the lead by breeding myself a Gold Chocobo and attempting the Materia Caves. My party of Tifa/Aerith/Cait were able to take out the Mime & Octamagic bosses pretty easily; 255 Def Cait with W-Item and Big Guard handled both fight quite nicely by surviving everything thrown at him and just bringing both of the others back in one turn. These fights felt like they might be a little too easy.

- With the power of Octamagic, I was able to win the Mega-All boss by nuking the Cactuar with Hydro. That being taken care of, I was able to handle everything following without major difficulties. Even the jumpscare 2nd phase went very well, because the Tonberry did literally nothing until I had taken out all the other enemies. Still, quite a thrilling fight and an adequate challenge.

- The Shinryu & Omega fight for KotR was amazing, and as an FF5 superfan, I really appreciate the lengths you went to to be faithful to their original attacks. You even have Omega do the extended boss death animation and Shinyru the normal one, just like in FF5. Awesome attention to detail.

The fight seemed extremely difficult at first, as I just didn't have enough of a damage output and got quickly shredded. But with enough Elemental materia in his armor, Cait could survive everything except a critical or back attack Rampage, and Mustard Bomb. By putting him in the 2nd party slot, I could ensure he started the fight facing Omega. Aerith could also live all elemental attacks with Geomancer stance, and I had a Sprint Shoes Cait throw W-Item Vaccines at people to protect against Delta Attack/Rocket Punch, while also allowing him to survive Blaster.

But still, doing the fight this way would've taken extremely long and most likely not been reliable at all. So I decided to bust out Coin Toss & Mime on Tifa. Had to get a bit lucky with Omega's counters so Tifa doesn't get killed through Grit. Otherwise I would need to revive via Phoenix Down, which would break the Mime streak... costing me 100.000 Gil each time. I didn't feel like spending unnecessary amounts of money so I reset a bit. With some patience, I also got Mustard Bomb to land on Tifa (who had E-Skill) and picked that up early. When executed correctly, my strategy was quite consistent, which I'm pretty proud of, for a battle of this caliber haha. Definitely one of the cleanest fights I've ever played out. And it only cost me 200.000 Gil, which is less than the price of a house. Link to the video, if you care (also has some more info about the strat): https://youtu.be/KjHZqWFszr0

- Of note: I was able to pick up KotR here before the fight initiated on one attempt. So if I succeeded, I think I would've had two in total? Had a similar thing occur in the Mime cave where I got two Mimes before my first attempt started. Also, rarely, entering a materia cave will crash my game, but that might just be a mod compatibility issue.

Here's some more miscellaneous stuff I remembered from throughout the game:

- There are no buyable Poison materia past Junon during early story progression. Kind of weird that the entire center continent doesn't sell them (unless I'm forgetting something). Might be worth adding them somewhere. Maybe Gongaga, or Fort Condor because you can easily fast-travel there?

- There are no buyable grenades anywhere past Midgar. Those're actually really handy for early to midgame morphing (consistent, small damage). I was sad when I ran out, please consider making these available somewhere.

- The first available Chocobo Lure can gain AP while being auto-mastered, while the 2nd one cannot. I imagine this has implications for the Missing Score (if it even still works the same), and is also just kind of an odd discrepancy. Unsure if intentional.

- The Trickplays around Icicle Area grassland still give money when using Gold Mountain on Hard Mode. I assume that's intentional since it's not technically a drop? Still a bit odd because it's the only way I've found of gettting money from a fight and it had me puzzled for a bit until I remembered that mechanic.

- Is it intended for it to be impossible to reapply Death Sentence after dying to it under the effects of the Curse Ring? I think it's really interesting mechanically in any case, having to purposefully kill Tifa off if she lasted that long, then reviving and getting a fresh timer for her to work with. Kind of funny if she still has Grit available and I have to W-Item to kill her twice, haha

- Putting a Morph on nearly every enemy/boss is really cool, but it introduces a major complication for the usability of all kinds of counter-attacking materia when going for those Morphs. I've literally never equipped a single one of them to this point to ensure I don't accidentally kill any enemies (which would be infuriating on bosses). Although I'm sure you're aware of this, so mentioning this might be a moot point.

- Resist can't be used with All, which (according to the Wiki) isn't vanilla behavior. Why is that? Is it a balancing decision?


Overall, I'm having a really good time. But might it be possible to bump up the difficulty of Hard Mode a bit more? Or potentially introduce a harder mode at some point? Although I understand if the mod is intended for a more general audience with its huge popularity nowadays. I suppose that's what the EXP toggle is for, to build your own challenge run. I'm very grateful for that option! At this point I kind of wish I'd gone fully no EXP/no sources as I saw there was a special ending message for that. But oh well, maybe that's for next time.

And I guess take my concerns regarding difficulty with a grain of salt in general. While I was already playing low-ish level in 1.4 and 1.5, I certainly only got better at JRPGs over the past decade. So I think I'm getting ever less representative of the average player as time goes on. Not to dunk on anyone, but I did read a few of the recent posts and thought it very funny when someone came in essentially calling this a "bullshit difficulty mod" lol.

In any case, thank you for all your hard work on New Threat! I'm gonna be playing the rest of it over the next few weeks and following up with another post when I'm done. Let's see if I can beat the rest of Disc 2 without Gil Toss & KotR. Feeling hopeful...

Replying to this separately as it has a bunch of stuff in it. Long time no see, I'll update the line credit with your username for the spreadsheet.

As for the feedback:

I wasn't actually aware that I'd set so many strong items to Morph in those areas, I think midway or toward the end of placing drops and pickups I had the idea of being careful about allocating the more powerful restorative items and avoiding having an infinite supply of them but setting an Elixir to be morphable in Corel Prison seems very at odds with that. I'll have a look at the morphs etc.

I can change the fixed damage attacks on Mt. Corel, so I'll just change them to do less or a regular damage formula.

Cait's HP pool is very high initially, but as characters level up that gap shrinks as he has a similar HP curve to the others. It was a way to try and entice players to try Cait early on when he joins as he's typically shelved immediately.

In the prototype 2.1 patch, equipment has been given a once over and redone a fair bit. I noticed some pieces were a bit further ahead than they were maybe intended to be vs. other pieces.

Battle Square's difficulty can swing a fair bit due to the slots and it being a solo character so I wanted it to be more reliably doable when the player does it that one time for story.

Yuffie steals the same amount of Materia, but the mod does give more of it so what's probably happening is it's much more likely you'll have too much and she has to leave you with a bunch based on the priority system. What I could do thinking about it just now is just disable the Materia Menu and do a full unequip after the 'theft' takes place and that would more reliably achieve the 'no materia' situation the game is trying to establish.

Physical attacks vs. magic has been a bit of a back and forth in feedback; generally people lean toward magic being more viable than physical attacks but I've had players who sent harder on physical builds and felt it was actually the other way around. I'm experimenting with defence values in the prototype and trying to find a better sweet spot between the two but Level will always be a big factor in it, and I think the early game when levels are lower is probably putting people off physical attacks which they carry into end-game.

Stat stacking has been a bit of an issue; to make what you equip feel more impactful, higher stat boosts were allocated but this has the issue where all together it can help characters reach very high stats. I've been trying to find a way to have it so that weapons, armour, accessories, Materia, levelling up, and the SP system can all have a non-negligible impact on the character without it getting out of control but it's been quite tough. In the prototype I've redone all of these but I still find stat stacking to be a bit of an issue to keep under control so tweaks are being made.

Octamagic was a mistake, but a fun mistake.

Glad you enjoyed the KOTR cave fight; I tried to replicate the FF5 counterparts as best I could within FF7's constraints.

Sounds like there's an issue with the event lines if multiple copies can be picked up; I'll try and replace them with a 'prop' NPC to make it more reliable.

I can prob add Poison onto more shops thanks to the new Scarlet tool, but I didn't think Grenades would be handy past Midgar as their damage drops off hard; but I guess they could be used for managing HP for morphs so I could add them to shops too.

Missing Score ignores Materia that freely accumulates AP I think; but I'll set that Lure to be picked up as Mastered for neatness.

I figured I'd keep Trickplay's unique mechanic of adding gil when it uses that attack as it's not a super efficient way of getting gil.

The way statuses work in FF7 is that immunity is more like blocking the toggle rather than the status itself; if you have a status and then something like, say, Resist is applied then you can no longer 'cure' the status by using a spell or item as the toggle is disabled. Curse Ring applies the status to the character before checking for status resistances and so the character ends up with a Death Sentence status they can't get rid of until the immunity is removed or the status naturally resolves. I figured this would be a good way to help balance Curse Ring + Powersoul a bit, as Death Sentence can't be reapplied after it expires due to that immunity.

Morph is intended as a optional thing to do if players feel like it, though it probably seems more essential on hard mode when gil is scarce.

I checked the vanilla kernel, and it seems Resist has always been single-target; I guess the wiki has this wrong.


***
Whew.

14
Another trick that I have observe, is it possible to make a model of Aeris without the white materia in the ribbon when I have her after the disque 1 ?
Just to make it more with the storiline.
Otherwise it's not so critical...

Would make sense, I think I can do that in the IRO without causing issues with model-replacement mods.


Another thing I noticed is, Ziegfried does no damage to you and dies in one hit in all encounters, including the Special Boss fight, which is interesting? I'm not sure why but he looks menacing but is just more of a joke enemy or something - it is a bit of a disappointment. Gilgamesh died extremely quickly too but it was a fun little cameo to see him, at least. I am not using OP stuff too, they just kinda died really fast.

Ziegfried is set up like his FF6 counterpart; he attacks a lot for minimal damage then falls over to one attack.


is there anything special about the return to gi cave in type b 2.0? i made it all the way til the end but i cant go into the seto section at the end, theres an invisible wall

eta: actually nevermind, i was being dumb and forgot to have red xiii in the party lol...

was the location of ruby weapon changed? its not in the corel desert anymore

Ruby Weapon appears after Ultimate Weapon is defeated but it operates on a similar 'timer' that Vincent's 2nd encounter with Lucrecia in the cave uses where random battles advance it. If Ruby isn't in the desert, try fighting a battle, entering a town, then checking; repeat until he appears.


Thank you for the new threat mod. Im sorry if this has been asked before but I wondered what your thought was on removing two of the main plot elements of the opening midgar section of the game, the sector 7 plate falling and the honeybee inn/cloud disguise sections?

I am not completely against it but it felt like the midgar section was a bit short. But I wondered if your intention was to speed up this section of the game that many of us have replayed many times and is quite linear to get to the open world. That would make sense to me.

Theres plenty of reasons to want to change the honeybee inn section but I do think that Tifa going out on her own to get info from don corneo does make sense for her personality. Removing the awkward climbing section is probably a good choice because it never really made a lot of sense in the original. Remake did a good job of making it a more natural climb through he rubble but thats a lot more work than a mod like this could undertake.

I do think that the plate falling is a key story element because it gives the characters a strong motivation to hate shinra and it makes more sense that the turks would kidnap aerith than tifa. Not to mention that it makes the boardroom discussion later in the shinra HQ a bit awkward.

One thing I think the original script could be improved upon is that the angle where shinra blames the plate attack on avalanche is never really elaborated on that much because it would make them villains to most of the city/world that believes the shinra story.

A new side quest in the shinra HQ where the party works with the Midgar Mayor to clear their name and expose the truth about the shinra dropping the plate and killing all those people might be interesting. And since President Shinra dies shortly after, Rufus could blame his father for the decision and avoid his image being tarnished.

Just some impressions but I love the mod and want to try the 1.5 version also someday. Thanks.

Type B is just a quick remix of Midgar's story events, the scripting for its scenario had to fit around the Type A scripting (which is the original game's Midgar events) and I was just going for making it different. Type A has all the story beats like the plate falling, etc. Type B is for a bit of novelty.


Hello! I just started playing 2.0 Type B and made it out of Midgar. Only then did I look at the documentation to see that I should've gotten Matra Magic off of Sample Opt in the Shinra HQ, but I guess I killed them too quickly. I don't have a save that far back. When is the next opportunity to learn it?

Edit: Never mind, Custom Sweepers still have it. I just got very unlucky. Leaving this up in case anyone else needs this.

It's an oversight I made on Type B, the boss doesn't use the enemy skills that the Type A boss does. It'll be fixed on the future update to 2.1.


Also another question, how does one solve the "inert" thing at the final dungeon? Everything's so obscure and I can't find documentation on this it seems.

Those are activated by clearing the Materia Caves, they were originally set for a much more abstract activation method but it required a fresh playthrough and I decided to make it more straightforward so it wouldn't be missed.


Hey, I'm new here but have been playing New Threat 2.0 for a few weeks and loving it. I finished Type A and have gotten a bit past Junon in Type B. I wanted to ask how much different, if at all, the rest of the game is in Type B from this point vs. Type A? Obviously Midgar was much different in Type B, but I've read in a few places that after Midgar, Type B is very similar to Type A. I've been searching around the forum but it's hard to find the specific answer I'm looking for, which is how much of the boss roster changes from this point forward in Type B? I've been skipping around YouTube videos but I don't want to spoil the changes for myself if there are more to come. Is it just another boss or two, or most boss fights?

Type B changes most but not all of the bosses in the game; some weren't for different reasons (not enough space, issues with the AI, things like that).

Hey Sega Chief!

This was an amazing mod. Nice to see that there are heroes like you sacrificing so much time to give people enjoyment like this. One thing I noticed tho is, that the
Spoiler: show
whirlwind maze's Gremlin enemy's morph to hero drink II
is missing from the text file provided. Not that I needed it because I tried morphing every enemy and boss for the first play through. Also at least one instance of
Spoiler: show
gospel spark
is missing from the text file as well, but unfortunately for the life of me I can't remember which boss I stole it from or what morphed in to one. And I encountered 
Spoiler: show
???? version of big cloud glitch.


 But anyway, thank you so much for the experience!

Ah that's interesting; I think there was a breakdown on why that glitch occurs (typically on Cloud) in the base game on YT somewhere, but it's to do with the field model size not being set properly when the field loads. As for Gospel Sparks, I think they're intended to be limited in how many you can actually get in a playthrough due to their potential power (unless the W-Item glitch is used, but I leave that up to the player).

15
Hello! Very keen to try this out, not too sure what this Seventh Heaven mod loader is ATM, how is it different from just modding other Steam games? And additionally.. I'm kinda curious if this works on the emulators, like a Switch version of VII on a Switch emulator, or how about the original PS1 emulator? Would be great because I'd like to not buy the Steam version since I already own so many copies of this game on many consoles.

Sorry if the questions are silly, just genuinely wanna try this out. Thanks for reading.

Ah sorry for the late reply; it's similar to TES games are modded in that it temporarily installs mods at run-time only so that the game itself avoids being hard-patched.

As for emulators, the original PSX game has different file structures & limitations vs. the PC version and so currently most mods aren't compatible between the two versions. Some can be converted over, if the limitations are worked around. However, emulated versions on modern consoles and phones typically use the PC version instead of the PSX version; the Switch copy of the game uses the PC files and there was a successful install of NT made onto it. I think it's an older build and unsure if it's being maintained, but it's here: https://gbatemp.net/threads/final-fantasy-vii-a-new-threat-switch-version.534578/

Some versions though are quite difficult to work with, such as the Microsoft Store version of FF7; as it's an app, it's locked up pretty tight and changing the files usually results in not being able to run the game at all.

However, the original version of FF7 PC (released in 1998) also works and 7th Heaven is able to work with it if you're able to get your hands on that.


I have a question about Combat Only. How does it handle level ups? Do you get normal stat boosts from level ups since you're missing out on the customizable options from the main mod?

You do get stat gains from level ups, but CO is a bit harder overall than the actual NT.


Been playing it recently, not sure if intended but Resist prevents positive enhancements as well, such as barriers.. Regen, etc. If it's already been reported and is intended, then sorry for posting.

That is how Resist works, it prevents statuses from toggling so it'll block the application of both positive and negative statuses. It also has the effect of preventing statuses which don't have a timer (such as Slow or Poison) from being removed through normal means. Statuses which expire over time will be removed once their durations are up but can't be removed using Esuna/Dispel in the meantime.

As an example, if you are poisoned and Resist is applied, you won't be able to clear the status using Antidote or Esuna as normal. You'd need to first remove the Resist status with Dispel or similar.

16
Yeah, I mean, how do you find it? How do you know where to look to change the barrier, for example? In HxD, I just see tons of numbers, but without reading the forum, I wouldn't know what any of them do.

When looking at it in cheat engine while the game is running, it translates it into the x86 assembly language which makes it a bit more readable.

17
Thanks. Oh, I really assumed that Barrier in NT 2.0 would be the same as always! I still haven't played that version. It's like it's just assumed that the spell does that in every game in the series, and I've always disliked it. Reducing damage by 50% with a single basic spell seems way too overpowered to me. It's something I'd change in every Final Fantasy game.

I'm new to making changes. When you talk about the game running, do you mean making the changes with Cheat Engine instead of HxD, or is it done another way?

Yeah exactly like that, when the game is running most of the hex addresses jump up by something like +400C00.


If any of you are looking to challenge yourselves even more while playing Sega Chief's amazing NT 2.0 mod, then I highly recommend implementing Postscriptthree's Gameplay Tweaks mod into your playthroughs as well. Specifically the Progressive Level Cap setting. You can find this mod directly in the 7th Heaven Mod Manager catalog, or find it here on Nexus... https://www.nexusmods.com/finalfantasy7/mods/82

For those unaware as to what this does... It literally caps your level gains based on how much you have progressed within the story, which ultimately prevents you from over-leveling. (EXP will still be gained and will "roll" over, but wont level you up until reach the required story milestone) You can definitely feel the impact during the later stages of the game when you have to optimize your party/builds before each boss, as some level cap increases can be very far apart from one other. I just finished a playthrough with this setting and it was definitely a lot of fun. (Shinryu in the red materia cave was a huge a**hole when level capped)

Here are the level increases in case anyone is interested in trying this out...
(assuming you pick "Final Cap = 50" option)
 - New Game - max level 10
 - Shinra HQ - max level 15
 - Kalm Flashback - max level 20
 - Buggy - max level 25
 - Tiny Bronco - max level 30
 - Meteor summoned - max level 35
 - Mideel Lifestream - max level 40
 - Disc 3 - max level 50


Funnily enough, the much older builds (around 1.0-1.3 maybe) had a level cap built in. The enemy AI would check for party members that exceeded a certain level (higher for later monsters) and set their own EXP to 0 if they did. Bit rudimentary but it did the job; lot of people hated it though so I got rid of it.

18
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).

19
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.

20
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.

21
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.

22
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.

23
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

24
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.

25
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.

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