Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4972096 times)

Mithrain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2275 on: 2015-12-14 15:05:58 »
Will certain bosses, like the ones currently accessible in the Gold Saucer, be farmable for that juicy EXP, in 1.4? :>

Also, this may be a silly thing to ask, but is it possible to give Shield a visual effect somehow? Perhaps a glow of some sort, similiar to berserk/invincibility?
« Last Edit: 2015-12-14 15:11:29 by Mithrain »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2276 on: 2015-12-14 15:42:19 »
Will certain bosses, like the ones currently accessible in the Gold Saucer, be farmable for that juicy EXP, in 1.4? :>

Also, this may be a silly thing to ask, but is it possible to give Shield a visual effect somehow? Perhaps a glow of some sort, similiar to berserk/invincibility?

I'll be keeping EXP sky-high for anything on Disc 3, though I need to make an adjustment as Arrange tries to multiply that EXP which results in an overflow (which results in very little EXP). As for Shield, a visual effect would be very useful but I'm not sure how I would pull it off; an .EXE edit could do it, but I'll need to ask someone.

Snap006

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2277 on: 2015-12-14 16:06:36 »
This may or may not be doable, but the biggest issue I had with the original game was the lack of a wind and water materia. The only way to add those elements to an attack is with summon materia. Usually you'll want those elements on a melee character so equipping a summon materia go gain those elements will weaken your melee characters where as just a normal magic materia wouldn't.

One the flip side, I love how you made Gravity, Sense, and Morph actually usable.

Mithrain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2278 on: 2015-12-14 17:07:15 »
I'll be keeping EXP sky-high for anything on Disc 3, though I need to make an adjustment as Arrange tries to multiply that EXP which results in an overflow (which results in very little EXP). As for Shield, a visual effect would be very useful but I'm not sure how I would pull it off; an .EXE edit could do it, but I'll need to ask someone.

Dear Santa.... :>

Yuffie1983

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2279 on: 2015-12-14 19:39:20 »
This may or may not be doable, but the biggest issue I had with the original game was the lack of a wind and water materia. The only way to add those elements to an attack is with summon materia. Usually you'll want those elements on a melee character so equipping a summon materia go gain those elements will weaken your melee characters where as just a normal magic materia wouldn't.

One the flip side, I love how you made Gravity, Sense, and Morph actually usable.

There was actually a reason as too why there was no water materia there was no actual enemy that was weak to water not even the fire based ones so there was no real need for them to put one in. As for the Wind materia, most flying creatures were weak against wind but you could never attack them with melee weapons without the use of long range materia. Plus also there was only 2 flying boss battles in the game. So I think that was why those 2 element were not made as a materia.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2280 on: 2015-12-14 22:20:15 »
This may or may not be doable, but the biggest issue I had with the original game was the lack of a wind and water materia. The only way to add those elements to an attack is with summon materia. Usually you'll want those elements on a melee character so equipping a summon materia go gain those elements will weaken your melee characters where as just a normal magic materia wouldn't.

One the flip side, I love how you made Gravity, Sense, and Morph actually usable.

What I could do is put those two elements onto some of the remaining Magic Materia; they aren't an exact fit considering the spell roster on them but it would at least give those options. If Independent Materia can correctly display an attributed element then that's another option; Underwater Materia could carry Water, and something else could take Wind. I'll take a look at it anyway.

Mithrain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2281 on: 2015-12-15 05:53:16 »
Speaking of having materia display stuff, I don't know if this is a bug or simply a technical limitation, but Master Magic doesn't state any stat-increases/decreases.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2282 on: 2015-12-15 14:07:49 »
Oh, are you using the .EXE? Those three Materia don't display stat gains for some reason, but I think it's to do with whether or not the Materia has a listed effect or not. If it doesn't, then no text is shown in their box. I should probably either remove the stat modifiers from them or find a work-around.

Mithrain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2283 on: 2015-12-15 16:00:15 »
Hum hum, I think I'm using the .EXE, although I'm not actually sure. :>

olearyf2525

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2284 on: 2015-12-16 01:25:22 »
How can I use this with 7th heaven, is there a way?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2285 on: 2015-12-16 02:33:20 »
It should be in Alyza's catalogue under the gameplay category, but I'm not sure what version it is. I have an IRO for 1.35 though: http://www.mediafire.com/download/s5rfpk9s5xpr6fo/NT_1.35_September.iro

So what you'd do is open 7H, go to the Library tab and then click 'Import'. Select 'From IRO archive' and you should be able to load this iro into the mod loader to be used with whatever else you select from the catalog.

Unless you meant the .EXE? I think you can just patch it as normal (make a back-up first) but may be wrong; I've not actually tried it.

Snap006

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2286 on: 2015-12-16 13:48:09 »
I'm stuck on the Mime Materia Cave boss. Any hints on how to defeat it?

dragonmaster0283

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2287 on: 2015-12-16 14:24:59 »
Hey quick question.  Love the mod and all the changes.  I'm thinking of attempting a speed run to do before the 1.4 version comes out.  I've see the issues of people talking about the HP issues.  Is it a problem in the current 1.35 version where I need to add the patch from september to correct or it is fixed in the current 1.35 version.  This is for a fresh install.  Thanks and thanks for making the mod.

Mithrain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2288 on: 2015-12-16 14:30:08 »
I'm stuck on the Mime Materia Cave boss. Any hints on how to defeat it?

Octo-casting Ultima works quite well :>

Snap006

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2289 on: 2015-12-16 14:37:55 »
Octo-casting Ultima works quite well :>

I don't have those :(. I was having trouble in the battle arena.

olearyf2525

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2290 on: 2015-12-16 14:40:25 »
Thank you Sega Chief.

Mithrain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2291 on: 2015-12-16 14:43:44 »
I don't have those :(. I was having trouble in the battle arena.
If this is still the case, buy a crap-ton of Ethers and head to the Northern Cave and start power-farming Movers & magic pots to improve your setup (While using that shiny x3 AP gear, mind you).
You'll find that materia such as Added Effect is immensely helpful in this mod. :)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2292 on: 2015-12-16 14:50:51 »
Hey quick question.  Love the mod and all the changes.  I'm thinking of attempting a speed run to do before the 1.4 version comes out.  I've see the issues of people talking about the HP issues.  Is it a problem in the current 1.35 version where I need to add the patch from september to correct or it is fixed in the current 1.35 version.  This is for a fresh install.  Thanks and thanks for making the mod.

The HP patch I made for it a while back will work, the problem was that it didn't help people who had already started like I thought it would (HP/MP doesn't auto-correct to a new curve like the other stats do): http://www.mediafire.com/download/n1ald6c47hsd335/NT_Mod_HotFix_Scene_-_24th_September_2015.zip

Apply that before starting a new game and the HP/MP should be updated to the 1.4 values. As far as a speedrun goes, the Midgar Raid skip with Hojo was fixed but I think that was the only one. The rest of the speedrun tricks should still work, including Yuffie Warping.

I don't have those :(. I was having trouble in the battle arena.

I think it's best to focus on the earlier Materia Caves + some of the Battle Square fights before going for the Yellow or Red Cave. Ultima is won from Love Buster, and Quadra Magic is found in the blue cave.

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2293 on: 2015-12-16 14:55:04 »
hey sega chief

yuffie warping won't work on your mod because you get yuffie right away now after kalm flashback remember

Snap006

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2294 on: 2015-12-16 15:15:25 »
I think it's best to focus on the earlier Materia Caves + some of the Battle Square fights before going for the Yellow or Red Cave. Ultima is won from Love Buster, and Quadra Magic is found in the blue cave.

Thanks! I'll go that route.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2295 on: 2015-12-16 15:52:10 »
hey sega chief

yuffie warping won't work on your mod because you get yuffie right away now after kalm flashback remember

It'll still work because the warp is related to the Battle ID, rather than the actual enemy itself. When the game loads any of the 12 or so Mystery ninja formations it jumps you to a field screen; it's this jump that makes the warp possible. I actually found the cause for mystery ninja battles still appearing after getting Yuffie into your party (the trigger was in Mythril Mines) but seeing as I've already made a new miniboss for the area I don't feel like disabling them, even if it does make Yuffie Warps possible.

olearyf2525

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2296 on: 2015-12-17 03:01:43 »
Is Beacause automatically included with New Threat? Because i seem to have a different translation even though I never installed Beacause/Reunion. Or maybe it's some other 7th Heaven IRO, not sure.
« Last Edit: 2015-12-17 03:11:28 by olearyf2525 »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2297 on: 2015-12-17 03:27:36 »
Nope; if the text seems different it'll be a combination of the PC version having slightly different text to the PS1 version + some on the fly revisions I made here and there. I don't know how much was changed in 1.35, I've been slowly reworking the text and fixing the text boxes intermittently for a while now.

olearyf2525

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2298 on: 2015-12-17 03:38:26 »
Nope; if the text seems different it'll be a combination of the PC version having slightly different text to the PS1 version + some on the fly revisions I made here and there. I don't know how much was changed in 1.35, I've been slowly reworking the text and fixing the text boxes intermittently for a while now.

Just little things like that I've been noticing, since I've played the games so many times. I don't mind, I just wasn't sure how it happened.

EDIT: Okay so the ps1 script says Biggs-"Think how many of our people risked their lives, just for this code...". I just replayed the beginning and it says "Wasn't easy getting these codes. Had to risk our lives to get 'em." I can't find a copy of the PC script so I don't know if this is a PC change or what.
« Last Edit: 2015-12-17 04:15:57 by olearyf2525 »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2299 on: 2015-12-17 04:17:17 »
I actually can't remember either; I guess we'll never know :I

Unless somebody finds out :l