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Messages - Seraph_Sephiroth

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1
Is there a readme anywhere that I can read for patch notes? I havent played in a while and along with the aforementioned scenario that changed in early game, I also noticed the W-machine gun steal in shinra tower is gone as well, giving players the cannon ball instead as the reward. I dont mind it but I would just love to see the list of changes please if possible.

Have you checked the documentation given in the original post? It says:

New Threat 2.0 Documentation
Download
Contains the following in Notepad format:
*) FF7 NT 2.0 Balancing
*) FF7 NT 2.0 Features Overview
*) FF7 NT 2.0 Item & Materia Placements
*) FF7 NT 2.0 Models List (modder's resource)
*) FF7 NT 2.0 Patch Notes
*) FF7 NT SP Upgrades


2
Has W-Attack (2x-Cut) been changed so that it no longer targets the person you selected? When I try to use 2x Cut, the game targets all enemies, and then the character attacks two random enemies. I unequipped all the Materia from the character to make sure they don't have anything that conflicts. I gave Cloud nothing but W-Attack (Masamune as a weapon), and he still wants to target everyone with 2x-Cut, and the same for Tifa with nothing but W-Attack (Premium Heart as a weapon). Is this a bug or an intended effect or a problem with conflicting mods?

Here's the list of mods I'm using again: 60/30 FPS for NT 2.0, 60/30 FPS, Project Edge/Team Avalanche Remodeled Fields, Tsunamods: SYW Unified Field Textures, Avalanche Arisen Battle Textures, SYW Unfied Battle Textures, SYW Unified Spell Textures, SYW Unified Minigame Textures, Finishing Touch, Enhanced Stock UI, SYW Unified Worldmap Textures, Cosmo Memory, SYW Unified FMV, Ninostyle Chibi, ReMusic (NT compatibility), EDMusic soundtrack, Dracula9AntiChapel's arranged soundtrack, New Threat 2.0, Ninostyle Battle.

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

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

3
Awesome guys, thanks again. Super pumped to give this a try. Now I just have to make up my mind about which Type to play first!

I'd play Type A first. It feels like a faithful adaptation but still enhances quite a lot, making both the storyline more sensible and the combat more balanced. Combined with graphical and musical mods, NT Type A makes the game feel like the definitive version, or the "true remaster", without all the padding and overly convoluted extras of the Remake/Rebirth, while giving you the full storyline. I'm still planning to play through Type B on my next run, but remember, that one will take quite a lot of liberties in the storyline (especially the Midgar section) and the boss roster.

4
I'll end with more precise hints.
- Destruct is a must for almost any boss fight - in New Threat bosses love to buff themselves with Barrier and/or M.Barrier. It may sound obvious, but I remember Destruct was so useless in the vanilla game that it took me the better part of my first playthrough to finally take the habit to use it.^^
- Dexterity is your most important stat. It's the one that governs the speed of your ATB gauge. No matter what build you choose for a character, try to not lower it too much. Or if you lower it with one Materia, compensate the loss. (Some of the Materia who raise Magic or Strength the most also lower Dexterity.)
- Haste is a cool buff, but it also speeds up your other positive status effects. If possible, it's preferable to give Dexterity boosts with a Materia or equipment. (When a character has a high Dexterity, it's as if they permanently have the Haste status effect without its drawbacks.)

Hope you'll enjoy your playthrough!

Another hint I would give. In the vanilla game, status ailments are quite useless, as mobs are easy enough, while bosses are immune to them. In this mod, some bosses are vulnerable to status ailments, so it's worth using some of them, especially Slow and Poison. I also recommend leveling up the Seal materia for one special fight (I don't want to spoil it), as Silence or Sleep makes the fight much easier. I didn't find much use for Mystify (Confuse/Berserk) or Transform (Mini/Toad) materias, but Hades + Added Effect (or Bad Breath) is still an effective way for crippling mobs.

5
I bumped it up to Octo-Magic but oddly it doesn't seem to work for most and still only casts 4 times; it seems for you though it's getting the 8 casts but has the wrong name.

The reason that battle uses Cloud's name is because renaming a character also resets other information about them such as their sources used, so I wasn't able to rename them and then offer the player the chance to rename them back (some players use custom names so I can't just rename it back to Cloud). There was also a link to Cait Sith where renaming Cloud affects him due to Cait & Young Cloud sharing a slot. The battle also does use a Zack battle model for that part but I suspect model mods override it.

The latest update of Finishing Touch or Cosmo Memory (hard to say, as they both got an update) fixed the spell name, so now both the spelling and 8x effect are working correctly for me.

I was able to make Zack battle model appear by moving the Ninostyle Battle mod just below New Threat 2.0 on the priority list.

Has W-Attack (2x-Cut) been changed so that it no longer targets the person you selected? When I try to use 2x Cut, the game targets all enemies, and then the character attacks two random enemies. I unequipped all the Materia from the character to make sure they don't have anything that conflicts. I gave Cloud nothing but W-Attack (Masamune as a weapon), and he still wants to target everyone with 2x-Cut, and the same for Tifa with nothing but W-Attack (Premium Heart as a weapon). Is this a bug or an intended effect or a problem with conflicting mods?

Here's the list of mods I'm using again: 60/30 FPS for NT 2.0, 60/30 FPS, Project Edge/Team Avalanche Remodeled Fields, Tsunamods: SYW Unified Field Textures, Avalanche Arisen Battle Textures, SYW Unfied Battle Textures, SYW Unified Spell Textures, SYW Unified Minigame Textures, Finishing Touch, Enhanced Stock UI, SYW Unified Worldmap Textures, Cosmo Memory, SYW Unified FMV, Ninostyle Chibi, ReMusic (NT compatibility), EDMusic soundtrack, Dracula9AntiChapel's arranged soundtrack, New Threat 2.0, Ninostyle Battle.

For other news, I finished the game. Thanks for the mod, it was a blast to play! One particular thing I would improve in the late game: when you get your Chocobo to S-rank, can you disable Potion and Phoenix Down as rewards? It's really frustrating when you're farming GP in the highest rank class and even beat Teioh, and then RNG decides to give you nothing but a 5 GP / Potion reward.

Finally a question about the New Threat 2.0 Enemy Drop/Steal/Morph Google Spreadsheet by Berub (listed in the OP). In the Enemies sheet, what does the statuses column mean? Does it refer to the status effects enemies are vulnerable to, or immune to?

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
« on: 2024-02-19 14:03:06 »
quadra magic was 'upgraded' to octo magic in a fairly recent update to the mod.  likely if still says quadra it will be a different mod which is causing to be displayed incorrectly.
regards grinding there really is no need for any grinding what so ever. 

The problem was likely caused by either the Finishing Touch or Cosmo Memory mod. They both got an update today, and now Quadra Magic shows as Octo Magic.

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
« on: 2024-02-18 19:53:06 »
What is up with Quadra Magic? When I use magic that has been linked to it, the spell is cast 8 times rather than 4 times.

When I revisited the basement of Nibelheim and
Spoiler: show
had the flashback where Zack dies, he fights an unwinnable battle, but with Cloud's battle model and name. Is this intentional, or is the battle supposed to have Zack's battle model? I'm using Ninostyle Battle mod, does that make a difference? Here's the list of all the mods I have, in order from top to bottom (using 7th Heaven):

60/30 FPS for NT 2.0, 60/30 FPS, Project Edge/Team Avalanche Remodeled Fields, Tsunamods: SYW Unified Field Textures, Avalanche Arisen Battle Textures, SYW Unfied Battle Textures, SYW Unified Spell Textures, SYW Unified Minigame Textures, Finishing Touch, Enhanced Stock UI, SYW Unified Worldmap Textures, Cosmo Memory, SYW Unified FMV, Ninostyle Battle, Ninostyle Chibi, ReMusic (NT compatibility), EDMusic soundtrack, Dracula9AntiChapel's arranged soundtrack, New Threat 2.0.


One of the lategame sidequests was obtaining the W-Item. Has the mod been balanced around using or not using the W-Item duplication glitch, that is, can I beat all the superbosses without requiring excessive grinding to farm Megalixirs, Hero Drinks and Gospel Sparks?

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9999)
« on: 2024-02-11 08:51:26 »
Thanks for the new patch!

I've got a question about the ability Goblin Song: the description says it "rouses KO'd allies", so how do you use it? I've tried to use it on all party members several times, but so far, it does nothing to characters that are at 0 HP, and misses all the other characters.

Something else I noticed: Aerith is able to equip Cid's Scimitar. Is this a bug or an intended feature?

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9998)
« on: 2024-02-06 15:33:50 »
Thanks for the mod! I've been playing NT 2.0 version A for quite a while now, and I've had a great time so far. The story seems to make much more sense this time. I compared the dialogue scenes with the vanilla ones, and it seems you've added quite a lot of exposition to make it easier to follow what's going on.

There's two scenes that break the immersion a bit, though.
Spoiler: show
When Cait Sith sacrifices himself at the Temple of the Ancients, you'll see Cait Sith v2 appearing while Cloud is having a meltdown and he's beating up Aerith. I can see the point of removing his appearance there, but now, you don't see Cait v2 appearing anywhere. So when you wake up in Gongaga and can add Cait Sith back to the party with PHS, it feels weird, since you're like, "Wasn't his body destroyed? Why can you add him back to the party as if nothing happened?" My suggestion would be to have your party members appear in the village part of Gongaga, including Cait Sith, and when you talk to him, he says he's the next version of Cait. This way, you'll get the feeling that the game acknowledges that he's back, and lets the gamer know that he can be readded to the party.

Same for Aerith's death scene if you manage to save her. After Disc 1 ends, you can add Aerith back to the party, and she'll fight along as if nothing happened, even though a while ago, she was unconscious after the Jenova battle. Cloud and Aerith never have a "Are you okay? I thought you were a goner for a while" conversation later in the game. Would it be possible for Cloud and Aerith to have some kind of dialogue before leaving the Forgotten Capital? Maybe when Sephiroth tells Cloud to go North, Aerith could catch up with the party and say something. Cloud could go like, "You almost died! I can't risk you coming along, it's too dangerous!", with Aerith responding something like, "Oh, shut it. I'm alright, let's go!" This lets the player know Aerith is okay now, and can be added to the party again.


To summarize, it would be nice if you added some extra dialogue to the scenes when those two characters rejoin the party after their "deaths", so the gamer wouldn't feel like the game acts as if nothing happened to them.

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Goku7, I meant that the 45 MB Sam Slight DLS took me about 3-5 minutes to load up. The normal 8 MB DLS took me just a minute. That was when I had only 64 MB ram. Nowadays I have 256 MB so it will load a lot faster.

11
I agree mostly with you Jari.

JH: If you want to try FF9 midis with Timber then I can send them to you in e-mail (230 kb). But prepare to turn your speakers to lower or plug your ears with some songs :wink:

GOKU: Great to hear you're getting the battle song done. I can try to send you the whirl sample if you don't have the mp3. I suggest you try to stick up with Slight's version since it has the best instruments and it sounds closest to FF PSX synth quality, so that way your music will sounds most FF9-ish. An idea, mix some songs from other FFs too. Although I am against changing FF music into music from other FFs, many others could like it. Dancing Mad playing in every sorceress battle, hee hee :smile:

There's one thing I'd like to tell you. About DirectMusic Producer. Go ahead and try it. Believe me, it won't crash or run your comp out of RAM. It just looks like it crashed but in about 2-5 minutes, it WILL get even Slight's DLS loaded. It looks like "Not Responding" status, but it's still working. Just have patience. I could do that with only 64 MB of RAM and over half of the resources already in use.

12
I wouldn't necessarily suggest that, because Timber Soundfont is 99% made out of Atomic Soundfont, which isn't Jari's. He asked permissions from him to modify the Soundfont to be used FOR FF8 MUSIC. Sure, you can say your FF9 battle song and overworld are for FF8 music, but it might sound crappy. I think I once listened to FF9 music with Atomic and the balances are all horrible, (ouch!) especially for battle songs, boss songs and the "RUN!" song. And Timber is modified somewhat to suit FF8 music, but it might sound wrong with other game musics.

For FF9, I know the more aggressive songs sound bad with their balances, and AFAIK, Jari tried Timber and Atomic with FF7 songs. "Se kuulosti vitun huonolta", he said. (that's Finnish and I'm not going to translate it) For FF8 songs, it works in some cases, in some cases it doesn't. You should really try it out first.

PS. Ok, I'll translate the line. He said FF7 songs sounded extremely bad.

13
Weird, where's the post editing feature of this forum? Anyway, I tried your patch. The updated songs weren't really a match for Slight's DLS, which sounds awesome anyway. I don't remember much how the original DLS instruments sounded, extremely crappy I remember, so I guess yours is still better than the original DLS :smile:

Since those original DLS instruments sounded so crappy, I didn't really like some instruments in your FF9 mod version. But the Samuel Slight-version was pretty good. The world map theme sounded very much like FF9's. I think that's because FF9 had a similar synth as FF8 and SS's DLS used original FF8 PSX Synth instruments. But for battle theme, it sounds pretty different from the OST. Still very good though, the FF8 instruments makes the song suit FF8's world better. Very good. I like it. The only problem is the battle intro (not the 8-beat staves, before that, during the battle whirl). In your mod, it sounds just sad compared to OST's one.

I hope you didn't get annoyed for my feedback. The mod's idea is unique, something we haven't seen before, and that what it updated it did pretty well. A newer version of the FF9 Mod would be appreciated though, where some things are fixed and maybe fine-tuned.

One more question. Why hasn't http://ffsf.cjb.net main page updated their latest news by telling about this Mod?

14
Archive / problems with FF8FMV
« on: 2001-10-03 15:13:00 »
Yay! It works. Thanks for your help. Unfortunately it doesn't resize them to full screen like FF8 PC does (in-game). Instead it fills the surrounding with black background. Oh well, at least you can watch it without all Windows crap there bothering you :smile:

15
Hey, thanks for clearing that out to me. I'll try again. I like the add-on feature in that case, if it doesn't overwrite anything. I'll give you feedback later.

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Damn Goku, why couldn't you simply upload them as a zip full of patches sgt files since you didn't edit the DLS in any way as far as I understood. And also upload mp3 samples so we can hear how it sounds. Because I don't understand a thing of those add-on crap files, neither does my comp.

17
Archive / problems with FF8FMV
« on: 2001-10-02 15:31:00 »
I'd like to watch the FMVs full-screen, but you can't watch it that way on full screen (by extracting then playing), with View it should work but with view it doesn't find that binkplay.exe :sad: Isn't there any way?

18
Ok... where would you post it Goku7? So far I haven't seen any links. And Slight's DLS 1.35 version would be appreciated.

I know of your problem. I also don't have PSX. Fortunately I got FF9 NTSC and it works on my PSX Emulator with decent speed. Now I have P2 333 MHz with Riva TNT 3Dfx-card (16 MB)


19
Of course, even I prefer FF9's music over FF8's music. But still, no matter how good it is, some people might not agree, and you should still use the original music (another example, even though One-Winged Angel is my favorite song, I still wouldn't like to replace The Extreme with it). But I see your point. Sounds cool, the only problem is to make a midi sequence for FF9 battle (and overworld) which sounds good. That might be hard, I've heard many FF9 battle midis and so far everyone is quite poor somehow. Either it uses wrong instruments or has the notation or balances all wrong  :(

Well, good luck. It could be a good patch/mod. Just don't replace The Oath with You're Not Alone or The Premonition with Dark Messenger (even though both of them are awesome songs)  :)


20
Umm, don't take this as an offence but I think it's impossible to say that "You make FF8 music better with FF9 music", because it's just like apples and oranges, it's up to opinions which is better. Though The Blue Fields sucks and it loses all clearly when compared to other FF world map themes. TBF's still a lot worse even though I and Samuel arranged it a bit to sound more orchestral (in FF8 DLS 1.35).

But anyway, you should really just enhance FF8's music technically and not change Uematsu's art to his former/later art, or any other music (so no putting "We will, we will, ROCK YOU!!!" for boss music!  :wink:)


21
Troubleshooting / Sound Conversions....
« on: 2001-05-01 00:36:00 »
How can I convert DLS into SF2 and vice-versa? Are there any programs which can do it fast?

22
Troubleshooting / FF8 SOUND AAAAARRRRGHH!!
« on: 2001-04-21 19:08:00 »
Hyvä, sait sen siis toimimaan? (ahem, that's more Finnish to ya guys, bwahahaha). *Okei, takas enkkuun* Anyway, FF8 midi music still sucks, even when it works fine. So if you use Config, you can set SB Live to play Soundfonts, but you need FF8 soundfonts (Jari's Timber fonts are good, but Jared's SF2 is ok too). Sam Slight makes the best patch, but then you gotta use Microsoft's Synthesizers to play the music... and that might cause the problems with music again.

BTW Here's a great wonderful solution for horrible FF8 music: Play it on PSX! And if you don't have PSX, get it for PSX emulator. I myself got FF9 for ePSXe, and it worked perfectly. I even finished it. The loading times and graphics are way better than in PSX. The music is also digital and the emulator plays it with all the PSX instruments. And I believe the system requirements for that aren't too much, most likely even lower than FF8 PC's requirements.


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