Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 5401006 times)

nirwanda

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8550 on: 2019-09-20 19:01:48 »
Weird.  :o
Ok, thanks a lot for all the help! :)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8551 on: 2019-09-21 16:12:04 »
So I've been working on the vanilla combat version today, here's progress so far:

1) Removed the battle trigger in Mythril Mines
2) Checked Battle Square; it seems to have been fixed from the last update but maybe the IRO was generated with the wrong flevel or something. As a side-effect I got the achievement for starting a battle in Battle Square which was the last one I was missing; only took me 6 years :I
3) Materia was all set to be obtained at 0AP, some were still dropping as maxed like a few of the summons.
4) Osmose materia was disabled from pick-up as it doesn't have data set in the vanilla kernel.
5) Shinra Mansion now accessible again, the soldiers were disabled but one of their scripts was locking the triangle used to access it.
6) Ending behaviour trigger removed altogether for standard ending.

Anything missing? As in, battle triggers for fights that shouldn't exist with vanilla enemies? Or inaccessible equipment/materia?

Next, I'll look at the regular NT version. I think the ending is still going wrong which is a bit baffling but I'll just remove the script call altogether if it's still in there. There'll be some FF8 NT progress to report on tomorrow as well.
« Last Edit: 2019-09-21 16:14:41 by Sega Chief »

demos1085

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8552 on: 2019-09-21 21:43:32 »
Thanks for your hard work Sega Chief.

From what I see in my first playthrought there are a couple of things that had not been adressed.

1. The Boss battle in the North Crater, during Sephyroth´s Reunion, it loaded a group of weird enemies, whent it should load jenova-DEATH.
2. In both the Temple of the Acients and the Norther Crater sometimes you are atacked by a monster with the model of the "Acrophies" (That Snake-crab Thingy) the bakground will be all Black and the moster wont take any action, exepct showing a message saying "Sorry you have found a battle error please contact staff" (I don´t remeber the exact wording but that was the general intent of the message) the monster had a lot of HP but you could kill it normally with some patience, after the battle the game will continue as normal.
3. During my playthrought I picked some items with a blank name and no descriptions in the menu, I don´t remember where, since I only notice them when I was selling some things in a shop, I sold them to get rid of them so no big deal.
4. I don,t remeber exactly where but one of the scripted battles will load the custom Yuffie recruit Battle (Yuffie againts everyone else), instead of the intended enemy, sorry, I know this last one is too vague to be usefull but I wanted to note it before I forget about it.

Again thanks for this great mod, and keep up the good work.

BiffaloeIII

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8553 on: 2019-09-22 02:17:22 »
Need some help with a problem.

I'm attempting to play the New Threat mod through the mod loader in order to play through 1.5 with some additional mods, primarily the ninostyle battle models, but the mod loader is bugged for some people running the latest version of windows 10 and unfortunately I'm one of those people. So I'm having to use a work around by setting the exe's resolution to 640x480 in the exe's properties but it's causing some strange problems. I've tried this with all the mods deactivated and the problem still persists.
(apologies if the images don't display properly, I'm new to actually posting on forums)

https://i.imgur.com/Z0QuGzU.png
https://i.imgur.com/yACB1oK.png
https://i.imgur.com/hBZzkey.png

I am using no other mods except for New Threat 1.5 and NinoStyle Battle Models.
I've reached out on the mod loader forum and I've been told to reach out here in case it has something to do with the New Threat mod.
Here's the link to that thread for more details.   http://forums.qhimm.com/index.php?topic=19232.new#new.

Shampignon

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8554 on: 2019-09-22 11:36:44 »
Hello Sega Chief.

I'm playing the NT mod with the latest version and the Zolom didn't use Alpha. He shot me with Beta, as in the normal version.
Is it normal ?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8555 on: 2019-09-22 11:46:14 »
Thanks for your hard work Sega Chief.

From what I see in my first playthrought there are a couple of things that had not been adressed.

1. The Boss battle in the North Crater, during Sephyroth´s Reunion, it loaded a group of weird enemies, whent it should load jenova-DEATH.
2. In both the Temple of the Acients and the Norther Crater sometimes you are atacked by a monster with the model of the "Acrophies" (That Snake-crab Thingy) the bakground will be all Black and the moster wont take any action, exepct showing a message saying "Sorry you have found a battle error please contact staff" (I don´t remeber the exact wording but that was the general intent of the message) the monster had a lot of HP but you could kill it normally with some patience, after the battle the game will continue as normal.
3. During my playthrought I picked some items with a blank name and no descriptions in the menu, I don´t remember where, since I only notice them when I was selling some things in a shop, I sold them to get rid of them so no big deal.
4. I don,t remeber exactly where but one of the scripted battles will load the custom Yuffie recruit Battle (Yuffie againts everyone else), instead of the intended enemy, sorry, I know this last one is too vague to be usefull but I wanted to note it before I forget about it.

Again thanks for this great mod, and keep up the good work.

Ah thanks, I knew I was missing some but I couldn't spot them in my notes or on the thread.


Need some help with a problem.

I'm attempting to play the New Threat mod through the mod loader in order to play through 1.5 with some additional mods, primarily the ninostyle battle models, but the mod loader is bugged for some people running the latest version of windows 10 and unfortunately I'm one of those people. So I'm having to use a work around by setting the exe's resolution to 640x480 in the exe's properties but it's causing some strange problems. I've tried this with all the mods deactivated and the problem still persists.
(apologies if the images don't display properly, I'm new to actually posting on forums)

https://i.imgur.com/Z0QuGzU.png
https://i.imgur.com/yACB1oK.png
https://i.imgur.com/hBZzkey.png

I am using no other mods except for New Threat 1.5 and NinoStyle Battle Models.
I've reached out on the mod loader forum and I've been told to reach out here in case it has something to do with the New Threat mod.
Here's the link to that thread for more details.   http://forums.qhimm.com/index.php?topic=19232.new#new.

It looks like menu-overhaul/beacause is being used from the look of the menus. The font, layout, and gauge colour are different. You'll be wanting to use a standard ff7.exe so check in 7h and make sure it's targeting ff7.exe and not something like, say, ff7_mo.exe or similar. Other possible cause is that your ff7.exe itself has somehow been patched with menu_overhaul/beacause from earlier modding and has carried over.


Hello Sega Chief.

I'm playing the NT mod with the latest version and the Zolom didn't use Alpha. He shot me with Beta, as in the normal version.
Is it normal ?

That's fine, Alpha skill was repurposed into something else and Zolom was given Beta back.

Shampignon

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8556 on: 2019-09-22 12:42:57 »
Ok thanks for your answer

BiffaloeIII

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8557 on: 2019-09-22 16:44:05 »
It looks like menu-overhaul/beacause is being used from the look of the menus. The font, layout, and gauge colour are different. You'll be wanting to use a standard ff7.exe so check in 7h and make sure it's targeting ff7.exe and not something like, say, ff7_mo.exe or similar. Other possible cause is that your ff7.exe itself has somehow been patched with menu_overhaul/beacause from earlier modding and has carried over.

I've been trying to fix this problem for 3 days and I coulda sworn I'd already tried switching exe's, but the problems fixed. Thanks for the help Chief!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8558 on: 2019-09-22 23:27:23 »
Hey Sega Chief, I just beat Powersoul keeper but he didn't drop HP<->MP materia, isn't he supposed to? I watched some videos on Youtube and noticed that he does drop it. I'm using the June 2019 iro NT version.  Is this a glitch?

Yeah, he's supposed to drop it on the ground. Not heard of it not appearing before, it's the same script as the counter-attack materia drop used in default.

jumpercable

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8559 on: 2019-09-23 07:45:36 »
Hi, I installed the game and the music isn't on but the sound effects work.

jumpercable

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8560 on: 2019-09-23 16:17:22 »
I don't need the threat mod anymore but I don't think I would of donated even if I enjoyed the work that was done to make this project.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8561 on: 2019-09-23 22:09:04 »
Let's try these:
NT Vanilla Combat Installer 1.2
https://mega.nz/#!O1k2nShY!wHz4T3fkGTAQbJP2vTAksMFoJ_lJdI5XKHNsvmpyUhA

NT Vanilla Combat IRO 1.2
https://mega.nz/#!OpsygaSb!g-fHtr3QA2Z9Sp7WV4rBN7roX6G8F_46UZGzLOPU2WM

Changelog:
1) Removed the battle trigger in Mythril Mines
2) Checked Battle Square; seems to be functioning now
3) Materia was all set to be obtained at 0AP, some were still dropping as maxed like a few of the summons.
4) Osmose materia was disabled from pick-up as it doesn't have data set in the vanilla kernel.
5) Shinra Mansion now accessible again, the soldiers were disabled but one of their scripts was locking the triangle used to access it.
6) Ending behaviour trigger removed altogether for standard ending.
7) Some fight triggers changed to vanilla; Jenova-Death for instance, and some others removed (Elena fight in Icicle Inn)
8 ) I checked through for any left-over encounters still using IDs from the NT scene.bin but couldn't find the ones that were triggering in North Crater + Temple of the Ancients.
9) Did a sweep and altered new items to be default items instead, and made some text changes so that default names are being used

Hi, I installed the game and the music isn't on but the sound effects work.

If it's steam then the music should work by default, but if it's 7th Heaven then I think the music needs to be acquired/the folder with the MP3/OGG files has to be specified in the .cfg/7h settings.

demos1085

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8562 on: 2019-09-23 23:51:14 »
Thanks a lot Sega Chief  :D

I will start a new playtrougth of this new Vanilla version and report any anomaly, or other interesting things I find.

This will be fun  :)

demos1085

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8563 on: 2019-09-24 05:58:08 »
Hi everyone, I was playing the NT Vanilla Combat 1.2, and found a game crashing error in the escape from Shinra Tower.

In this part of the game the party splits in two, Aerith, Barret and Red XIII, take the elevators, while Cloud stays in the top floor to fight Rufus, and Tifa stays to wait for him, Aerith's team is supposed to be attacked by two robots in their ride of the elevators, but this battle is gliched, only the second robot attacks and the background is wrong, (it is supposed to be the moving elevators, instead is some sort of street or rooftop), once the battle is won the game continues normally, but after you finish the Bike chase minigame, the battle with the boss of that area won't load, (Boss battle music will play but the screen will remain black forever).

I think it is worth mentioning that this error was not present in the first version of the Vanilla Combat Mod, but appeared in both the first Revision (01-09-2019) and the second revision (23-09-2019), so maybe one of the new changes accidentally broke that especific battle by accident.

I will try to skip this battle using Black Chocobo and continue my playtrought so I could keep reporting what I find. See you later.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8564 on: 2019-09-24 08:14:31 »
Hi everyone, I was playing the NT Vanilla Combat 1.2, and found a game crashing error in the escape from Shinra Tower.

In this part of the game the party splits in two, Aerith, Barret and Red XIII, take the elevators, while Cloud stays in the top floor to fight Rufus, and Tifa stays to wait for him, Aerith's team is supposed to be attacked by two robots in their ride of the elevators, but this battle is gliched, only the second robot attacks and the background is wrong, (it is supposed to be the moving elevators, instead is some sort of street or rooftop), once the battle is won the game continues normally, but after you finish the Bike chase minigame, the battle with the boss of that area won't load, (Boss battle music will play but the screen will remain black forever).

I think it is worth mentioning that this error was not present in the first version of the Vanilla Combat Mod, but appeared in both the first Revision (01-09-2019) and the second revision (23-09-2019), so maybe one of the new changes accidentally broke that especific battle by accident.

I will try to skip this battle using Black Chocobo and continue my playtrought so I could keep reporting what I find. See you later.

Is the arrange mode option at the start of the game available by any chance? If it was a kernel synch issue then there probably would have been more wrong encounters by now but it sounds like it's pulling in Arrange battle IDs (Gunners have some unused battle scenes using the streets). When you fought Air Buster, was the camera at a different angle than the normal side-on one?

demos1085

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8565 on: 2019-09-24 13:12:40 »
Hi Sega Chief, thanks for your quick answer.

And yes, the "arrange mode" option at the start of the game was indeed available, and has been in every revision of the Vanilla mod, I didn't mentioned in any of my previous posts because I thought it was supposed to be that way, as it was part of the scrip changes, (For example, everytime a new member joins the party, a small text explains his or her "unique ability", even throug I'm pretty sure those not longer apply in the Vanilla Version) I always selected "normal mode" at the begining of every play, and never change to "arrange mode" (The guy that offers that option in the town of Corel still appears in the Vanilla Version).

As for the camera, I use "Auto" in the camera options, so the camera moves around during battle to enfacise some spells and attacks, I will try to change the camera to "Fixed" and report witch angle it uses, also there was another small detail, the Air Buster (Helicopter Robot) si already present when the battle stars then a second Air Buster decents and kind of overlaps with the first, and then the battle stars, I think this is a graphical error caused by the fact that in the original battle the Air Buster desents after the first robot (A type of land tank) is destroyed.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8566 on: 2019-09-24 14:13:10 »
Hi Sega Chief, thanks for your quick answer.

And yes, the "arrange mode" option at the start of the game was indeed available, and has been in every revision of the Vanilla mod, I didn't mentioned in any of my previous posts because I thought it was supposed to be that way, as it was part of the scrip changes, (For example, everytime a new member joins the party, a small text explains his or her "unique ability", even throug I'm pretty sure those not longer apply in the Vanilla Version) I always selected "normal mode" at the begining of every play, and never change to "arrange mode" (The guy that offers that option in the town of Corel still appears in the Vanilla Version).

As for the camera, I use "Auto" in the camera options, so the camera moves around during battle to enfacise some spells and attacks, I will try to change the camera to "Fixed" and report witch angle it uses, also there was another small detail, the Air Buster (Helicopter Robot) si already present when the battle stars then a second Air Buster decents and kind of overlaps with the first, and then the battle stars, I think this is a graphical error caused by the fact that in the original battle the Air Buster desents after the first robot (A type of land tank) is destroyed.

That'll be what it is; I was supposed to disable that and assumed I had so a lot of those fight/scene calls for arrange weren't touched. I'll remove that + the NPC that toggles it at ropeway station. The Airbuster thing is caused by arrange mode as well.

demos1085

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8567 on: 2019-09-24 14:46:38 »
Thanks Sega Chief you are the best.

I guess I will wait for that fix, I was messing with black chocobo but could not find the correct progresion point and end up messing up my save file :P, looking forward to the updated installer.

Sega Chief

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demos1085

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8569 on: 2019-09-25 12:56:12 »
Thans a lot Sega Chief, started a new game and so far everything is perfect, just passed the Shinra Elevator and highway battles and that problem has been resolved, will keep playing to the end and report anything else I find, but I have the feeling that every mayor issue has already been resolved.  :)

Thanks again, and keep up with your amazing modding work.

calamitycain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8570 on: 2019-09-26 18:13:52 »
Alright, just beat the game on 1.5, and man it was invigorating. Much thanks for the mod (and your help) Sega Chief. It truly was a great experience for someone who's played FFVII several times. I didn't go completionist, because I admit I lost patience with some of the harder battles (never got Knights of the Round, that boss battle is nuts). But I did manage to dust Bizarro and Safer Sephiroth with a couple tries. I actually pounded Safer Sephrioth. Angermax and Quadra Magic + Planet ftw.

I actually really like how the mod makes it more challenging, but also gives you more punch to match, if you're paying attention. It makes battles more interesting!

I suppose I have one comment, besides all that: I don't know how much you can tailor the final duel between Cloud & Sephiroth, where your limit gauge builds towards Omnislash for that sweet, sweet elimination? But if Cloud has Sneak Attack materia? That fires instead (I had Sneak Attack + Planet), and it killed Sephiroth in one hit, sort of defusing the moment. I thought it was funny since I've beaten the game before, but for the sake of preserving that awesome moment when Cloud gets justice, maybe there's a way to prevent Sneak Attack from getting in the way?

Probably not high on the priority list, but I figured I'd mention it. Great mod, excellent work!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8571 on: 2019-09-26 23:38:16 »
Alright, just beat the game on 1.5, and man it was invigorating. Much thanks for the mod (and your help) Sega Chief. It truly was a great experience for someone who's played FFVII several times. I didn't go completionist, because I admit I lost patience with some of the harder battles (never got Knights of the Round, that boss battle is nuts). But I did manage to dust Bizarro and Safer Sephiroth with a couple tries. I actually pounded Safer Sephrioth. Angermax and Quadra Magic + Planet ftw.

I actually really like how the mod makes it more challenging, but also gives you more punch to match, if you're paying attention. It makes battles more interesting!

I suppose I have one comment, besides all that: I don't know how much you can tailor the final duel between Cloud & Sephiroth, where your limit gauge builds towards Omnislash for that sweet, sweet elimination? But if Cloud has Sneak Attack materia? That fires instead (I had Sneak Attack + Planet), and it killed Sephiroth in one hit, sort of defusing the moment. I thought it was funny since I've beaten the game before, but for the sake of preserving that awesome moment when Cloud gets justice, maybe there's a way to prevent Sneak Attack from getting in the way?

Probably not high on the priority list, but I figured I'd mention it. Great mod, excellent work!

I'll sort it out, I think it might be an AI thing.

rnolazco

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8572 on: 2019-09-27 14:53:10 »
Is there anywhere the Dragoon Lance can be bought? The Dragon Rider enemy never spawned for me in the whirlwind maze. Much appreciated!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8573 on: 2019-09-27 17:11:18 »
Is there anywhere the Dragoon Lance can be bought? The Dragon Rider enemy never spawned for me in the whirlwind maze. Much appreciated!

It can be bought in Junon on Disc 2/3, but if none of the stores stock it let me know because I think I changed one of them.

Stormlock

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8574 on: 2019-09-27 21:38:46 »
Just started this mod (and a bunch of others) yesterday and have run into a bug I can't get around without disabling the mod: in the Thousand Gunner fight in the elevator, after it spawns it's two companions and breaks the glass, the fight just kinda hangs. Everything still animates, music plays, I can even toggle stuff like the name or pause, but the ATB is stuck on WAIT and never changes. Tried changing to active mode, tried disabling other mods that might affect the graphics in the fight, doesn't seem to help.

Any ideas? I'm guessing I can just turn the mod back on after the fight but they've been really fun so far so I don't want to skip one.