Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)  (Read 8263087 times)

ausphere

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12050 on: 2026-04-23 17:04:19 »
I'm not Sega Chief but I can answer one of your questions.
3. There is like 6 rounds in total, iirc from my playthrough. The last batch is a group of 6 SOLDIERs, pretty tough. I tried the sequence multiple times trying to get through all of the rounds, and I dont think there was any reward for surviving all of it vs dying earlier. Maybe it changes something later on, but the immediate result wasnt any different and didnt offer any additional rewards.

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 

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12051 on: 2026-04-23 18:31:14 »
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.

ausphere

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12052 on: 2026-04-24 16:26:12 »

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]'

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.

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?
« Last Edit: 2026-04-24 20:20:14 by ausphere »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12053 on: 2026-04-25 02:25:34 »
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).

ausphere

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12054 on: 2026-04-25 04:36:10 »
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).
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.
« Last Edit: 2026-04-25 13:30:13 by ausphere »

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12055 on: 2026-04-25 22:16:08 »
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.

ausphere

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12056 on: 2026-04-26 06:34:42 »
sorry for spamming to get attention
« Last Edit: 2026-05-03 19:07:13 by ausphere »

ausphere

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12057 on: 2026-05-03 16:48:53 »
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.
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.
« Last Edit: 2026-05-03 19:08:55 by ausphere »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12058 on: 2026-05-06 23:35:02 »
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.

ausphere

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12059 on: 2026-05-07 16:48:31 »
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.
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
« Last Edit: 2026-05-07 16:53:47 by ausphere »

Cloudiroth

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12060 on: 2026-05-09 06:09:28 »
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.
 :)
« Last Edit: 2026-05-09 06:12:45 by Cloudiroth »

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12061 on: 2026-05-09 16:32:51 »
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.
 :)

loot does not depend on skill.  random drops are random out maximal 4, between steals and drops. If you steal you wont get the drop steals are usually much more valuable than drops. the url below was in the very first post, which has a steal/drop/morph guide. 

https://docs.google.com/spreadsheets/d/1-BJ9-sh2_40sI3MEf_MW5zIcXMtJ2kjSayYqYZG5iL4/edit#gid=1491095248

Cloudiroth

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12062 on: 2026-05-09 17:03:04 »
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.


ausphere

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12063 on: 2026-05-11 15:40:09 »
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.
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?

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12064 on: 2026-05-23 12:08:07 »
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).

ausphere

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12065 on: 2026-05-23 14:15:20 »
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.

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).

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?

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12066 on: 2026-05-24 12:08:58 »
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.

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12067 on: 2026-05-24 14:58:48 »
In the mod, W-Magic and X-Attack both come from the Kalm Traveller, for defeating Emerald Weapon and Ruby Weapon respectively.
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!!

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12068 on: 2026-05-24 18:00:28 »
Greetings, its been ages.

I loaded up a save file that was on hold for a while and I'm around lvl 70 with my main characters.

Wanted to know which area has enemies with the most EXP so I can grind it and lvl them all up asap as I can.

Did tried the pots down at the NC, but it was changed.

Thanks in advanced.

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12069 on: 2026-05-25 13:52:44 »
Greetings, its been ages.

I loaded up a save file that was on hold for a while and I'm around lvl 70 with my main characters.

Wanted to know which area has enemies with the most EXP so I can grind it and lvl them all up asap as I can.

Did tried the pots down at the NC, but it was changed.

Thanks in advanced.

if your wanting quick as possible, left paths in crater are good if find pain there you can try this
Spoiler: show
 equip flash, added effect+hades,  if have a second addedeffect pair with contain. makes crater a breeze
  other than that cargo ship is pretty decent theres an expPlus materia as well... which could use remember to swap it out. Higher level so your aware, doesn't automatically make easier... can complete the game at starting level relative easy (although a little grindy for items at times). level is not everything, equipment and materia matter much more.  ps: pots in og were for ap, you still get a tonne of ap from the pots .. esp if equip triple growth weapons that room is one of the best for AP farm.

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12070 on: 2026-05-25 13:57:06 »
Thank you!

You're right, pots were mostly for AP. I'm on the sunken ship atm but I will check the left side in NC.

Btw do characters get their new Limit Break by killing enemies or is there other way?

Been killing a few with some and still not popping the Lvl 3 of certain characters.

Thanks in advanced!

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12071 on: 2026-05-25 18:15:37 »
Thank you!

You're right, pots were mostly for AP. I'm on the sunken ship atm but I will check the left side in NC.

Btw do characters get their new Limit Break by killing enemies or is there other way?

Been killing a few with some and still not popping the Lvl 3 of certain characters.

Thanks in advanced!
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?

broons

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12072 on: 2026-05-26 22:00:38 »
Hey Sega Chief

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

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12073 on: 2026-05-27 13:51:53 »
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)

ausphere

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12074 on: 2026-05-27 15:13:46 »
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.


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.



the most important thing about Chaos is he doesn't trigger Emerald's counter. that's huge!

i just unequip all of them, but still can't get master summon. then i turned off multi-link, still can't get it.