Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4972001 times)

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4875 on: 2017-02-07 16:02:29 »
Still looking for a response on the Battle Square and level scaling.

Yeah, the levels are fixed. They'll only increase, and by a fixed amount, if Arrange mode is active.

you can get shards by playing the first junon league bracket ;)

Also is it normal that the HP Plus materia gives +25 % HP and is -25% HP , so speaking its completly useless - is that a troll  :-o

Sounds like the custom .EXE from a while back is active in your game, which had harder HP penalties on Materia (and it seems like HP Plus has the set intended for MP Plus). Are you running NT with other mods like Menu Overhaul/Reunion or is it just through the catalog? The .EXE changes were ditched until I can get around to re-doing them; try importing and using the stand-alone IRO on the 1st page of this thread instead and/or disabling MO/Reunion if they're on. For the Zack fight, Shield can be very handy as well as Counter-type Materia (but if you have the materia HP penalties then it'll likely be very difficult regardless).

GameGeeks

  • *
  • Posts: 49
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4876 on: 2017-02-07 16:20:54 »
Thanks, and seems you removed arrange for the time being as it's greyed out.

EDIT: May want to update the item list. I just stole a silver barrette from the griffin enemy by Cosmo Canyon. It just lists a hi potion for his steal.
« Last Edit: 2017-02-07 17:49:16 by GameGeeks »

arclitewut

  • *
  • Posts: 21
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4877 on: 2017-02-07 17:48:34 »
Yeah, the levels are fixed. They'll only increase, and by a fixed amount, if Arrange mode is active.

Sounds like the custom .EXE from a while back is active in your game, which had harder HP penalties on Materia (and it seems like HP Plus has the set intended for MP Plus). Are you running NT with other mods like Menu Overhaul/Reunion or is it just through the catalog? The .EXE changes were ditched until I can get around to re-doing them; try importing and using the stand-alone IRO on the 1st page of this thread instead and/or disabling MO/Reunion if they're on. For the Zack fight, Shield can be very handy as well as Counter-type Materia (but if you have the materia HP penalties then it'll likely be very difficult regardless).

yeah it was the Menu Overhaul Mod, but damn i just compared alot of things and there are a ton of changes stat wise on materia aswell :D

Bowser9

  • *
  • Posts: 161
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4878 on: 2017-02-07 19:36:20 »
I'm probably going to drop New Game+, the debug function I was hoping would reset the game doesn't do it properly and resetting every variable manually might not be feasible as the game has a lot of 'hidden' functions going on for the world map, etc. But I could always return to it and have a shot.

Hmm.
Was there no way to save a variable that functions in the same way Grade does for the Tales of series? I'd imagine a "Grade" shop would be pretty appealing for NG+ just because you don't have to worry about manually resetting the game's flags; just making sure the points are kept and that there's a check for those points when you start a new game.

GameGeeks

  • *
  • Posts: 49
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4879 on: 2017-02-07 20:37:02 »
Hmm.
Was there no way to save a variable that functions in the same way Grade does for the Tales of series? I'd imagine a "Grade" shop would be pretty appealing for NG+ just because you don't have to worry about manually resetting the game's flags; just making sure the points are kept and that there's a check for those points when you start a new game.
Problem is the Tales of series are built to check for a specific save when starting a new game. FFVII is not built for it and a large chunk of code would have to be re-written for it to do so. That'd be more work then what he was trying.

Bowser9

  • *
  • Posts: 161
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4880 on: 2017-02-07 22:06:46 »
Nah, this wouldn't be a specific save, though. It'd just be a flag that gets set if you beat the game even once.

When you hit new game, check for the flag. If it's set, you get to pick and choose 1 or 2 benefits or nothing at all if you want a fresh playthrough. Obviously, this wasn't what he was trying. It's just a compromise, if necessary. The "grade" example was just a feature form an existing series that sort of got this idea across. In essence, you can make it much simpler.
« Last Edit: 2017-02-07 22:14:26 by Bowser9 »

GameGeeks

  • *
  • Posts: 49
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4881 on: 2017-02-07 22:57:07 »
Nah, this wouldn't be a specific save, though. It'd just be a flag that gets set if you beat the game even once.

When you hit new game, check for the flag. If it's set, you get to pick and choose 1 or 2 benefits or nothing at all if you want a fresh playthrough. Obviously, this wasn't what he was trying. It's just a compromise, if necessary. The "grade" example was just a feature form an existing series that sort of got this idea across. In essence, you can make it much simpler.
Yeah, but like I said the game has no way of telling if a game is beat or not. It can't scan save files, just load them.

EDIT: You may want to put the Fort Condor NPC in Cosmo Canyon as there's a battle right before you enter the cave. And random encounter disable at save points don't work. I'm still getting random encounters. And could you make the silver barrette sellable? I have four of them and would be nice to be able to sell the extras. I'm guessing the item ID used to belong to Red's starting weapon.
« Last Edit: 2017-02-08 01:20:07 by GameGeeks »

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4882 on: 2017-02-08 01:51:56 »
Yeah, but like I said the game has no way of telling if a game is beat or not. It can't scan save files, just load them.

EDIT: You may want to put the Fort Condor NPC in Cosmo Canyon as there's a battle right before you enter the cave. And random encounter disable at save points don't work. I'm still getting random encounters. And could you make the silver barrette sellable? I have four of them and would be nice to be able to sell the extras. I'm guessing the item ID used to belong to Red's starting weapon.

There should be an NPC in Cosmo Canyon to handle the battles; he even appears during the opening of the cave itself to alert players to him being there. Did he not appear?

Random Encounter disable should be working, I usually use it when running through scripts. Which save points have you tried to use it from? There's disable/enables in the field scripts that might have interfered.

Silver Barrette is part of a glitch that makes several items unsellable for some reason (it's a lesser known problem in the original). Reason I haven't sorted that out is the editor seems to have a problem setting the sellable flag for equipment, seems to revert when the affected weapon is deselected. I could try making a back-up, changing it, and then saving the kernel with the weapon still selected and seeing if that works.

GameGeeks

  • *
  • Posts: 49
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4883 on: 2017-02-08 02:07:55 »
There should be an NPC in Cosmo Canyon to handle the battles; he even appears during the opening of the cave itself to alert players to him being there. Did he not appear?

Random Encounter disable should be working, I usually use it when running through scripts. Which save points have you tried to use it from? There's disable/enables in the field scripts that might have interfered.

Silver Barrette is part of a glitch that makes several items unsellable for some reason (it's a lesser known problem in the original). Reason I haven't sorted that out is the editor seems to have a problem setting the sellable flag for equipment, seems to revert when the affected weapon is deselected. I could try making a back-up, changing it, and then saving the kernel with the weapon still selected and seeing if that works.
I didn't enter the cave. Maybe move him up the stairs by the weapon shop. I didn't want to risk getting locked into the cave. And the save points I tried where the one in Fort Condor, Junon and Cosmo Canyon. I'm using the 7H version if it makes a difference. And if you can't make it sellable could I suggest making the items like that one off? And maybe replacing the other instances of them with something else.

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4884 on: 2017-02-08 02:25:32 »
I didn't enter the cave. Maybe move him up the stairs by the weapon shop. I didn't want to risk getting locked into the cave. And the save points I tried where the one in Fort Condor, Junon and Cosmo Canyon. I'm using the 7H version if it makes a difference. And if you can't make it sellable could I suggest making the items like that one off? And maybe replacing the other instances of them with something else.

Oh, were the random encounters on the world map? I don't think it works there because I can't get into whatever script the world map runs on (it has to be refreshed on each screen if I remember right).

I think I put the NPC down at the bottom of the cave because the event makes you walk into the cave before handing back control, but I can see about moving him up to the surface instead.

I'll review Silver Barrette's position if I can't make it sellable.

GameGeeks

  • *
  • Posts: 49
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4885 on: 2017-02-08 02:32:45 »
Oh, were the random encounters on the world map? I don't think it works there because I can't get into whatever script the world map runs on (it has to be refreshed on each screen if I remember right).

I think I put the NPC down at the bottom of the cave because the event makes you walk into the cave before handing back control, but I can see about moving him up to the surface instead.

I'll review Silver Barrette's position if I can't make it sellable.
Yeah, it's the world map. In that case maybe simply make Enemy Away to reduce encounter rate to zero if you can to get around it.

MuckingFuffins

  • *
  • Posts: 9
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4886 on: 2017-02-08 05:29:49 »
Just want to say that I'm really enjoying this mod so far. It has made this playthrough much more challenging and strategic. I'm also really digging the changes to the script here and there

(Also, holy cow Jenova birth is sooo much harder haha)

arclitewut

  • *
  • Posts: 21
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4887 on: 2017-02-08 13:55:03 »
might wanna change the model for the masamune which you can forge for the new mod i was pretty dissapointed that it had the same skin as the buster blade :P

GameGeeks

  • *
  • Posts: 49
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4888 on: 2017-02-08 14:49:29 »
might wanna change the model for the masamune which you can forge for the new mod i was pretty dissapointed that it had the same skin as the buster blade :P
I think it uses the default weapon for whoever equips it. And it might be that way intentionally due to every character having their own attack animations. I know in the PS version when messing with GS it worked that way.

EDIT: Did you remove Red getting a weapon at the end of Gi Cave?
« Last Edit: 2017-02-09 02:49:52 by GameGeeks »

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4889 on: 2017-02-09 12:33:55 »
I think it uses the default weapon for whoever equips it. And it might be that way intentionally due to every character having their own attack animations. I know in the PS version when messing with GS it worked that way.

EDIT: Did you remove Red getting a weapon at the end of Gi Cave?

Yeah, the Seraph Comb is now a triple AP weapon that's given when you go see Bugenhagen on Disc 3 (after completing the Forgotten City/Ancient Key business).

GameGeeks

  • *
  • Posts: 49
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4890 on: 2017-02-09 13:54:46 »
Yeah, the Seraph Comb is now a triple AP weapon that's given when you go see Bugenhagen on Disc 3 (after completing the Forgotten City/Ancient Key business).
In that case if you can't fix the sell issue of the silver barrette you could give it there and make it unique.

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4891 on: 2017-02-09 14:09:19 »
I think Silvers are sold in the cosmo shop.

GameGeeks

  • *
  • Posts: 49
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4892 on: 2017-02-09 19:41:21 »
I think Silvers are sold in the cosmo shop.
They are, but no reason that it can't be removed, not like you need more then one of a weapon. And in Shinra Mansion the chest containing the platinum m-phone says silver m-phone when you open it. And I'm guessing the gimmick of that weapon is it's a really early eight slot weapon? Now to figure out what weapon I want to steal from Lambda.
« Last Edit: 2017-02-09 19:55:47 by GameGeeks »

HautSaus

  • *
  • Posts: 23
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4893 on: 2017-02-10 04:56:45 »
This might be noobish, but where is Neo Bahamut?

HautSaus

  • *
  • Posts: 23
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4894 on: 2017-02-10 05:00:19 »
Awesome mod, can't stop playing it.

strife98

  • Global moderator
  • *
  • Posts: 244
  • Doink!
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4895 on: 2017-02-10 05:15:05 »
This might be noobish, but where is Neo Bahamut?

Unless it was changed since the last time I played he should be where he always is at the Whirlwind Maze in the Northern Crater on the ground after the area Tifa makes her way into the party.

SaltyWalty

  • *
  • Posts: 19
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4896 on: 2017-02-10 14:30:09 »
Are we ment to get two farmers fist and Maxim guns?

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4897 on: 2017-02-10 14:42:46 »
Are we ment to get two farmers fist and Maxim guns?

There was a mix-up and two ended up being placed of each. I think they replaced generic items though so nothing was lost.

SaltyWalty

  • *
  • Posts: 19
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4898 on: 2017-02-10 19:17:00 »
I was wondering, cuz you get a set in the shinra building and then another set in the sunken plane

HautSaus

  • *
  • Posts: 23
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4899 on: 2017-02-11 04:49:46 »
Unless it was changed since the last time I played he should be where he always is at the Whirlwind Maze in the Northern Crater on the ground after the area Tifa makes her way into the party.

I saw it literally right after i made this post. For some reason I remember it being in a slightly different place in Whirlwind Maze, and I walked right past it in my last playthrough.