Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 5006407 times)

RynxXK5

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2425 on: 2016-01-09 00:56:29 »
@sega chief
I just tried to play your nt mod - same here it crashes and in app.log i get this message at the end:
ERROR: failed to find file char/ZZZY.HRC (LGP) (path: )
ERROR: offset error: ZZZY.HRC
ERROR: could not open file ZZZY.HRC

What does this file refer to? all i could find in google was this:
http://finalfantasy.wikia.com/wiki/User:JBed/FFVII/Characters - but ther is no zzzy file, im guessing its custom made?

i tried deactivating all mods and still it crashes, only when i disable also game mod nt and switch to regular ff7.exe it plays normal. i tried saving w normal past first stairs, saving b4 talking to assault tema and reactivating nt mod and when i try to load that savegema it crashes immediately?

like RynxXK5 stated:
Ok I had it all working except not when I try NT with a new game in arranged mod, it crashes each time I try to go up the stairs after the train scene where everyone goes to blow the 1st reactor.

so its not any other mod at least from my trials.

Im loading all mods from iros except battle field world and spell textures, those are copied manualy from waifus package.

Edit: But when i load a previously saved normal game in nt mod active it loads and plays normaly, both field and battle. maybe that scene is causing some error? will tru to play wo nt mod to past it and check back.
Edit 2: hah success i saved just past that scene in normal mod, loaded scene after in nt mod and no crash. but if i try to come back to previous scene it crashes again... so i asume something there messes up the game, not any char model as i thought previously...

PS on a sidenote is there a way to quick load a game or save file, its tedious to quit - lauch - menu load, every time i wanna check smtn.

So I need to just advance a few scenes and I'll be ok to activate the mod?

lionheart82

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2426 on: 2016-01-09 00:57:21 »
Well im just gonna try that now to see, hopefully thats all i takes for now. ;-)

Edit yep so far so good...
« Last Edit: 2016-01-09 01:02:43 by lionheart82 »

RynxXK5

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2427 on: 2016-01-09 01:28:00 »
Only question is what version would we get, standard or arranged.

lionheart82

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2428 on: 2016-01-09 01:33:23 »
Well im playing past the scorpion guard and it looks like standard at least I think so. Iirc arranged is much tougher. Im not getting killed easily so i guess its still normal nt mod.

All of that will be washed away when 1.4 arrives and we get new bugs and crashes anyway! ;-)
« Last Edit: 2016-01-09 01:47:45 by lionheart82 »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2429 on: 2016-01-09 06:18:58 »
Just off night-shift; looks like some stuff to catch up on so let's see:

@sega chief
I just tried to play your nt mod - same here it crashes and in app.log i get this message at the end:
ERROR: failed to find file char/ZZZY.HRC (LGP) (path: )
ERROR: offset error: ZZZY.HRC
ERROR: could not open file ZZZY.HRC

We're missing a new field model from that screen; in the dark cave sidequest, you go through this screen again and have an encounter with the Turks. This means that the ZZZY model, and perhaps the others as well, are either missing from the 7H IRO for NT or the Char.lgp isn't being patched.

Only question is what version would we get, standard or arranged.

As far as any build before 1.4 goes, always go for standard/original. Arrange needs rebalanced.

Edit 2: hah success i saved just past that scene in normal mod, loaded scene after in nt mod and no crash. but if i try to come back to previous scene it crashes again... so i asume something there messes up the game, not any char model as i thought previously...

Hold yer horses folks. Every time you start a new game in FF7, initial settings for characters are loaded from the kernel. In other words, if you start a new game without NT installed then it means you're going to be starting off with end-game weapons for Barret, Tifa, and Aeris (I turned their starting weapons into triple AP ones and gave them their next-in-tier instead to start) and you'll be missing some Materia when those characters join your party; you'll have no Barrier from Aeris, and Enemy Skill will be unobtainable because Red XIII won't join with it equipped.

It'd be better to leave NT for now until the source of this char.lgp problem is identified. I'll let Alyza know about it so she can check NT's char.lgp files in the catalog and we'll go from there.
« Last Edit: 2016-01-09 06:24:11 by Sega Chief »

RynxXK5

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2430 on: 2016-01-09 06:50:25 »
Just off night-shift; looks like some stuff to catch up on so let's see:

We're missing a new field model from that screen; in the dark cave sidequest, you go through this screen again and have an encounter with the Turks. This means that the ZZZY model, and perhaps the others as well, are either missing from the 7H IRO for NT or the Char.lgp isn't being patched.

As far as any build before 1.4 goes, always go for standard/original. Arrange needs rebalanced.

Hold yer horses folks. Every time you start a new game in FF7, initial settings for characters are loaded from the kernel. In other words, if you start a new game without NT installed then it means you're going to be starting off with end-game weapons for Barret, Tifa, and Aeris (I turned their starting weapons into triple AP ones and gave them their next-in-tier instead to start) and you'll be missing some Materia when those characters join your party; you'll have no Barrier from Aeris, and Enemy Skill will be unobtainable because Red XIII won't join with it equipped.

It'd be better to leave NT for now until the source of this char.lgp problem is identified. I'll let Alyza know about it so she can check NT's char.lgp files in the catalog and we'll go from there.

Copy so let NT get updated before I try to play it?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2431 on: 2016-01-09 07:04:38 »
Yeah, but I PM'd a temporary fix for the problem.

lionheart82

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2432 on: 2016-01-09 09:44:08 »
Hey no worries im just killing time before 1.4 anyway, will restart once it comes out. :-)
And anyway this helps in ironing bugs allong the way. ;-)

Edit: haha thx segachief i just saw it now, thought you meant ryxx. I replaced it and it helped with 2nd crash in the game where cloud and aeris escape to the roof just after last aeris fight w turks. :-) didn't bother checking intro scene probably works as well.
« Last Edit: 2016-01-09 11:11:51 by lionheart82 »

EQ2Alyza

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2433 on: 2016-01-09 12:12:25 »
The NT crash is fixed and updated to Catalog version 2.1. Here is the post for it in the 7th Heaven forums: http://forums.qhimm.com/index.php?topic=16622.0

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2434 on: 2016-01-09 16:20:39 »
The NT crash is fixed and updated to Catalog version 2.1. Here is the post for it in the 7th Heaven forums: http://forums.qhimm.com/index.php?topic=16622.0

:3

olearyf2525

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2435 on: 2016-01-09 23:33:11 »
:3

Hey Chief, I've been wondering for awhile not sure if it's new threat or menu overhaul or some interaction between them but in battle there is spaces between my magic. Like for example if I equip cloud with Fire and Ice magic there is three spaces between each. So I have to hit down three times through empty spaces, if that makes sense? Kinda hard to describe.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2436 on: 2016-01-09 23:42:07 »
Oh, in the battle menu? That might be Menu Overhaul; I think it changes the way spell lists are displayed. In the regular game, spells should be condensed down to an extent (but there might be spaces off to the right of a spell; it's sorted by Materia equipped rather than spells actually available, I think).

RynxXK5

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2437 on: 2016-01-10 05:07:06 »
It seems The Reunion- Beacause and Menu Overhaul currently conflicts with NT 1.35, every time I attack with cloud in a battle in sector 1 the game crashes immediately after the dmg pops up.

App
Code: [Select]
[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: NVIDIA Corporation GeForce GTX 780M/PCIe/SSE2 4.5.0 NVIDIA 361.43
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Using PBO
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 4096
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: C:\Games\Final Fantasy VII\data\movies\eidoslogo.avi; h264/aac 1280x960, 15.000000 FPS, duration: 10.193000, frames: 153
[00000008] set music volume trans: 127->0, step=60
[00000073] END OF CREDITS!!!
[00000073] Entering MAIN
[00000073] set music volume: 127
[00000073] Exiting MAIN
[00000073] START OF MENU SYSTEM!!!
[00000255] END OF MENU SYSTEM!!!
[00000255] Entering MAIN
[00000259] Exiting MAIN
[00000259] Field Start
[00000259] : [00000298] Entering MAIN
[00000300] Exiting MAIN
[00000300] START OF MENU SYSTEM!!!
[00000879] END OF MENU SYSTEM!!!
[00000879] Entering MAIN
[00000881] Exiting MAIN
[00000881] Field Start
[00000920] Entering MAIN
[00000922] Exiting MAIN
[00000922] START OF MENU SYSTEM!!!
[00001413] END OF MENU SYSTEM!!!
[00001413] Entering MAIN
[00001415] Exiting MAIN
[00001415] Field Start
[00001673] Field Quit
[00001673] Entering MAIN
[00001673] Exiting MAIN
[00001673] Entering FRAME_INITIALIZE SWIRL
[00001673] Exitting FRAME_INITIALIZE SWIRL
[00001676] Swirl sound_effect1
[00001676] stop_sound
[00001676] End of Swirl sound_effect1
[00001755] Entering FRAME_QUIT SWIRL
[00001755] Exitting FRAME_QUIT SWIRL
[00001755] Entering MAIN
[00001757] Exiting MAIN
[00001757] [BATTLE] Entering FRAME_INITIALIZE
[00001757] [BATTLE] Scene# 301
[00001757] [BATTLE] Exitting FRAME_INITIALIZE
[00001818] [BATTLE] Begin main battle loop
[00001925] : unhandled exception
« Last Edit: 2016-01-10 05:24:58 by EQ2Alyza »

EQ2Alyza

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2438 on: 2016-01-10 05:21:03 »
Beacause and New Threat are not compatible. They both edit too much of the same scenes in the game.

RynxXK5

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2439 on: 2016-01-10 06:00:17 »
Beacause and New Threat are not compatible. They both edit too much of the same scenes in the game.

Copy thanks for the fast reply,  are there any menu overhaul options that are compatible?

EQ2Alyza

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2440 on: 2016-01-10 07:22:57 »
Do you mean The Reunion - Beacause and Menu Overhaul category?

Beacause - Not compatible. If you are using the 7H Catalog correctly, then when you select New Threat, it will disable Beacause automatically.
Menu Overhaul - Compatible. Be sure to use the ff7_nt.exe with it.
Break 9999 Limit - Not recommended. It could ruin the experience of New Threat.
Hand Indicator - Compatible.
No Battle Boxes - Compatible. Be sure MO is enabled. Looks funky when MO is disabled.
No Command Box - Compatible. Be sure MO is enabled. Looks funky when MO is disabled.

lionheart82

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2441 on: 2016-01-10 11:30:39 »
@Sega chief
Hey chief are you gonna make a guide walk faq on where to find what materia wps acc eqpmt, who has what items etc,  what exact changes will be in enemy skill & materias...?

BEAUTIFUL mod, i was blown out with all the stuff you shoveled into it.
[/quote]

AMAZING what youve done with the game! Thank you!

Im playing till shinra hq so far in 1.35. What you have done so far is amazing, the game MAKES you morph, steal and USE those items. Though reno in pizza blowing mission when aeris is kidnapped is real easy if tedious... Is there a way to remove refraction/mirror spell pyramid or not?

One q i still dont have poison and many enemies are weak to it. Did i just miss it or i didnt reach game point to get/buy it yet?

Isthere 1.35-1.40 changes list i missed or you didnt make it/publish it yet?
« Last Edit: 2016-01-10 11:37:28 by lionheart82 »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2442 on: 2016-01-10 14:01:03 »
You'll find Poison Materia in it's original location, the treasure chest up on Floor 67 of the Shinra HQ. You can inflict Poison earlier using a new item called Dirty Bombs which can be bought in item stores (Wall Market for instance); they replaced Eye Drops.

You can get rid of Refraction's Reflect by bouncing your spells off the afflicted character four times; they'll bounce onto Reno rather than back at the caster.

I'm putting together a change-log for the 1.4 build; it'll list everything that's new/different, and why it was put in. I'll make a proper database for all the equipment, possible character stats, etc. as well.


RynxXK5

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2443 on: 2016-01-10 15:00:13 »
Do you mean The Reunion - Beacause and Menu Overhaul category?

Beacause - Not compatible. If you are using the 7H Catalog correctly, then when you select New Threat, it will disable Beacause automatically.
Menu Overhaul - Compatible. Be sure to use the ff7_nt.exe with it.
Break 9999 Limit - Not recommended. It could ruin the experience of New Threat.
Hand Indicator - Compatible.
No Battle Boxes - Compatible. Be sure MO is enabled. Looks funky when MO is disabled.
No Command Box - Compatible. Be sure MO is enabled. Looks funky when MO is disabled.

Yes I meant the catagory, I only have menu overhaul (the second tab) enabled and have the Break 9999 Limit (3rd tab) enabled. The 1st tab for beacause was always blocked out and I'm using the NT.exe

EQ2Alyza

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2444 on: 2016-01-10 15:04:07 »
Yep, Beacause will get blocked when using NT. You can unblock it by deselecting NT. Beacause will work with the Vanilla game or any of the options that have + The Reunion added to them in Gameplay - Difficulty and Story. Beacause is not compatible with NT, N7, Jessie Mod, and Sephiroth Story Mod.

Yuffie1983

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2445 on: 2016-01-10 15:28:13 »
You'll find Poison Materia in it's original location, the treasure chest up on Floor 67 of the Shinra HQ. You can inflict Poison earlier using a new item called Dirty Bombs which can be bought in item stores (Wall Market for instance); they replaced Eye Drops.

You can get rid of Refraction's Reflect by bouncing your spells off the afflicted character four times; they'll bounce onto Reno rather than back at the caster.

I'm putting together a change-log for the 1.4 build; it'll list everything that's new/different, and why it was put in. I'll make a proper database for all the equipment, possible character stats, etc. as well.

Do not usually like asking this, but when is 1.4 coming out. Just that I started 1.35 and at the Reno fight at the top of the pillar. Just wondering if was worth me continuing on.

lionheart82

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2446 on: 2016-01-10 15:45:07 »
@yuffie segachief, alyza answered that q for me earlier in one of the pages, segachief said at mid February IF nothing goes wrong(and it usualy does-his words ;-)  ), plus the patch time, my estimation at February end? Not so soon for us impatient ffers.  :-) im doong shinra hq atm, and im using this playthrough to familiarize myself with the fantastic nt mod. Chief said its major overhaul so its likely well have to start over, so as not to miss any important stuff.

Yuffie1983

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2447 on: 2016-01-10 15:51:33 »
@yuffie segachief, alyza answered that q for me earlier in one of the pages, segachief said at mid February IF nothing goes wrong(and it usualy does-his words ;-)  ), plus the patch time, my estimation at February end? Not so soon for us impatient ffers.  :-) im doong shinra hq atm, and im using this playthrough to familiarize myself with the fantastic nt mod. Chief said its major overhaul so its likely well have to start over, so as not to miss any important stuff.

Thank you for that I would not normally ask, I just did not want to waste time if a new version was coming out. ;)

lionheart82

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2448 on: 2016-01-10 15:53:50 »
Have to change my arrogant "estimation"  into "hope". ;-)

Ps thx segachief, it helps to have reference. :-)

This makes me already think differently in terms of tactics, i see using all+barrier and all+poison throughout the game. And, AND, Aeris is no waaaay more useful, providing free healing w staff, i take back my opinion that i would have liked her to stay dead.
Though some char stats still seem illogical, like tifa being stronger than cloud and barret. I know its game and role balancing, but its just something that cant fit into my head, like cloud wielding that tone sword and barret im in the gym morning till evening looks. :-P

But, maybe thatll change later. :-)

This nt mod is something i believe should be default settings in the game, along with beacause and mo, everything else, like hardcore mod extras. It just makes one realy appreciate the game and all its little details. I never, bit i mean never used those attack items like vampire fang etc, which now im discovering for the first time, and its like brand new dlc even though it was there all the time, bit never used bc the game was so easy.

@yuffie  here is the page, lower half of the page onwards:

http://forums.qhimm.com/index.php?topic=14938.2375
« Last Edit: 2016-01-10 16:13:35 by lionheart82 »

Mithrain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2449 on: 2016-01-10 16:02:51 »

I'm putting together a change-log for the 1.4 build; it'll list everything that's new/different, and why it was put in. I'll make a proper database for all the equipment, possible character stats, etc. as well.



Also Lionheart82 & Yuffie1983, he didn't say mid-february. :)

I'm hoping to be done by mid-January, but anything can go wrong (mysteriously, nothing has yet which is a first). Boss AI can consume time if it doesn't work as planned, field script can become overly complicated/glitch out, etc. I lost some time re-doing the sources for the SP System yet again but I'm happy with it now.

The HYPETRAIN is real.

« Last Edit: 2016-01-10 16:13:15 by Mithrain »