Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)  (Read 7684479 times)

Dio Holy Diver

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7725 on: 2019-05-11 11:18:47 »
Code: [Select]
1) I'll check it against the original game and add a SFX if one is missing; audio is a bit inconsistent between PC and PSX versions
2) That's an odd one, but I think Escort Bangle is restricted to male characters as per the original game (with Minerva Bracelet locked to female characters); Cait Sith is able to equip either armour though.
3) I'll add a check for party leader to that segment of the scene
4) I think the MP drained is limited to how much the enemy has left; so the damaged MP can be higher than the amount remaining to drain (HP drain should work same way).
5) Limit Gauge speed was adjusted between characters; I can make Cait + Cloud's limits a bit faster charging if they feel too slow.
6) That restore is maybe a hold-over from when a Save Point hadn't been added to the exterior of the submarine, as pincer battles can be quite dangerous in mods where enemy strength has been raised, even by just a little bit. As there's now a save point, the Restore is likely redundant.
7) That's odd, as the flags have been set for an eject/KO event. I'll try tinkering with it.
8) The Pagoda was intended as a series of puzzle-like fights to be taken on when Wutai first becomes available, but they can all be overpowered on a return visit later in the game.
9) Is this due to his size, or does the status become invisible after the transformation? I could try adding a bit of character AI to cleanse status ailments (or maybe to Transform itself) to prevent the latter issue.
10) I think that's from the climbing animation, I can probably fix it.
11) [spoiler]My bad, I'll use the name-tag.[/spoiler]

I'm currently working on a full (and last) overhaul for the mod so info on bugs like this are useful to have. The FF8 NT mod is currently Disc 1 only and the refine system needs a fair bit of balancing to be done but hope it proves entertaining. If you run into issues with the Disc 3 content on FF7 NT then let me know.

Thanks for the reply - I'll try and hurry up before the next update comes out with any further findings.

Code: [Select]
2.  I'll double check for Cait Sith, male/female characters.  Might be me not paying attention properly.
5.  Up to you decide obviously - I just wanted to make sure there wasn't anything I was missing.  Current party is Cloud, Cait Sith and Vincent - the latter gets multiple LB's before Cloud or Cait Sith get even one.
9.  Due to his size, understand if this can't be corrected but figured I'd mention it anyway

Ryloken

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7726 on: 2019-05-11 14:17:09 »
Is this an older version (catalog IRO)? I think as of the latest version it's Rocket Town > Wall Market > Gongaga Reactor. If the game reports itself as 1.4 when hitting new game then it's the older build which I think has a problem with that trigger.


I'm pretty sure it's 1.5 but I'll have to check and get back to you. Thanks for the quick reply.

Ryloken

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7727 on: 2019-05-11 17:42:58 »
Is this an older version (catalog IRO)? I think as of the latest version it's Rocket Town > Wall Market > Gongaga Reactor. If the game reports itself as 1.4 when hitting new game then it's the older build which I think has a problem with that trigger.

So it definitely is 1.5, but I had gone back to wall market and gotten the micro engine accidentally before ever starting Cids quest via random exploration and curiosity. Could that be why it's not working? If so, is there any work around for that?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7728 on: 2019-05-11 21:54:30 »
So it definitely is 1.5, but I had gone back to wall market and gotten the micro engine accidentally before ever starting Cids quest via random exploration and curiosity. Could that be why it's not working? If so, is there any work around for that?

Thing is, the Micro-Engine is no longer acquired from Wall Market, it's dropped by a boss in Gongaga. Unless there's some left-over script or something that fires up if the previous condition isn't met and allows the micro-engine to be obtained like it was in 1.4 and older.

If you send across your save file I can reset it for you or something.

Idubaren

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7729 on: 2019-05-11 23:27:59 »
I hope I'm not doing necro with this, but I got a little issue with the installation through 7H you say that in order to work properly we need to set up the exe so it uses the ff7_en.exe (using version 1.5 fixed IRO for field character modles that I found looking around posts related to the mod) however, 7th Heaven asked me to not use a final fantasy 7 that is into program files, I tryed reinstalling it somewhere else but Steam no longer gives me the option to chose the instalation path... so I ended up cpying to a Game folder i had in my C:\ the problem is, after doing everythig  to install 7th Heaven, getting it working and all, if I set up that the archive to start the game is "ff7_en.exe" then the Launcher pops up, and when i hit "Play" it will start from the Final fantasy VII unmodded game i have in my steamapps/common folder (I'm spanish and have a spanish copy of the game with a propper translation i don't wanna lose) I've had an issue with texts looking slightly funny and even for the potion only telling me that it heals 300hp but not that out of combat only heals 100, and I fear I will also get the source's issue as well. I can run the mod, but only if I tell 7th Heaven to use the "ff7.exe" file that's on the modded folder in my C:\Games, but as i have said it makes the text look somewhat funny, here I'll post a screenshot of what I mean: https://imgur.com/mpFSuZB

I'm using a file I from my playthrough of vanilla with spanish retranslation where I completed the game with everything, that's why i got everything so high on everyone, but I started playing the mod and can say that the text issue happens there too: just look under arrange for example, you acn see the top of the letters there too, or under the number 15 that indicates that I've got 15 Ethers, i don't think that's normal and I've checked videos of people playing New threat 1.5 that don't have this problem and it's starting to bug me a bit, to the point of installing again the english version of FFVII from steam and patch that folder instead, and give up on adding more mods to this...

Please help.

Edit: you see the characters images with no backgrounds, that's a mod i got form 7h catalog that i liked, but i can tellthat the text issue has nothign to do with it since i tryed the mod without any aditional mods and it was still there, that's why i think it's an .exe thing
« Last Edit: 2019-05-11 23:29:50 by Iduabren »

Ryloken

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7730 on: 2019-05-11 23:41:43 »
Thing is, the Micro-Engine is no longer acquired from Wall Market, it's dropped by a boss in Gongaga. Unless there's some left-over script or something that fires up if the previous condition isn't met and allows the micro-engine to be obtained like it was in 1.4 and older.

If you send across your save file I can reset it for you or something.

I appreciate that but I'm not all that concerned about. I plan on playing through again anyway so I'll just try to be a little more careful next time around and see if it works. Thank you for the help, though. Much appreciated!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7731 on: 2019-05-12 21:00:09 »
I hope I'm not doing necro with this, but I got a little issue with the installation through 7H you say that in order to work properly we need to set up the exe so it uses the ff7_en.exe (using version 1.5 fixed IRO for field character modles that I found looking around posts related to the mod) however, 7th Heaven asked me to not use a final fantasy 7 that is into program files, I tryed reinstalling it somewhere else but Steam no longer gives me the option to chose the instalation path... so I ended up cpying to a Game folder i had in my C:\ the problem is, after doing everythig  to install 7th Heaven, getting it working and all, if I set up that the archive to start the game is "ff7_en.exe" then the Launcher pops up, and when i hit "Play" it will start from the Final fantasy VII unmodded game i have in my steamapps/common folder (I'm spanish and have a spanish copy of the game with a propper translation i don't wanna lose) I've had an issue with texts looking slightly funny and even for the potion only telling me that it heals 300hp but not that out of combat only heals 100, and I fear I will also get the source's issue as well. I can run the mod, but only if I tell 7th Heaven to use the "ff7.exe" file that's on the modded folder in my C:\Games, but as i have said it makes the text look somewhat funny, here I'll post a screenshot of what I mean: https://imgur.com/mpFSuZB

I'm using a file I from my playthrough of vanilla with spanish retranslation where I completed the game with everything, that's why i got everything so high on everyone, but I started playing the mod and can say that the text issue happens there too: just look under arrange for example, you acn see the top of the letters there too, or under the number 15 that indicates that I've got 15 Ethers, i don't think that's normal and I've checked videos of people playing New threat 1.5 that don't have this problem and it's starting to bug me a bit, to the point of installing again the english version of FFVII from steam and patch that folder instead, and give up on adding more mods to this...

Please help.

Edit: you see the characters images with no backgrounds, that's a mod i got form 7h catalog that i liked, but i can tellthat the text issue has nothign to do with it since i tryed the mod without any aditional mods and it was still there, that's why i think it's an .exe thing

I think the line you're seeing under text is due to the resolution or some other graphical option.

***

When installing the game through Steam, there should be an option/drop-down to create a new Steam Library (which is essentially just installing the game in a different folder). Copying folders manually isn't a good idea because the registry expects the game to be in a certain place.

After running 7th Heaven Game Converter, what that does is it creates a new separate installation of the game on the PC that can either be used on its own as a 1998 PC version or played through 7H to apply IRO mods. These typically run from a 'ff7.exe' and have an older looking pixelated comet symbol.

The Steam install, however, is retained and runs from a different .exe; the ff7_en.exe (or ff7_xx.exe depending on the language being used) with a higher-res and slimmer comet icon. You should think of the Steam installation as a separate FF7 from the game-converted 7H compatible one. The Game Converter doesn't change anything with the Steam game at all, it just makes a copy of its files and makes a separate installation elsewhere.

7H should always point at the game-converted FF7 files, which can be checked through the Settings tab in 7H. Have it look for ff7.exe rather than ff7_xx.exe otherwise it will run the unmodified Steam version.

I appreciate that but I'm not all that concerned about. I plan on playing through again anyway so I'll just try to be a little more careful next time around and see if it works. Thank you for the help, though. Much appreciated!

No worries, bud, but it's probably me that needs to be more careful when it comes to scripting things.

xalyss

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7732 on: 2019-05-12 23:17:26 »
I just created an account here after lurking for many months to say that I absolutely love the Mod and you have done such a fantastic job with everything.  There are so many great quality of life improvements alongside so much content that breathes new life into this classic game that I have loved for so many years.  Sega Chief, thank you so much for the work you do.

Looking forward to playing through it again when the next big update hits.  Ill try to get on that earlier this time so I can help with spotting bugs or issues.

I was also happy to donate a bit to help out.  And if you ever make a patreon or something like that I would check it out.
« Last Edit: 2019-05-13 02:00:54 by xalyss »

Idubaren

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7733 on: 2019-05-13 00:09:27 »
I think the line you're seeing under text is due to the resolution or some other graphical option.

***

When installing the game through Steam, there should be an option/drop-down to create a new Steam Library (which is essentially just installing the game in a different folder). Copying folders manually isn't a good idea because the registry expects the game to be in a certain place.

After running 7th Heaven Game Converter, what that does is it creates a new separate installation of the game on the PC that can either be used on its own as a 1998 PC version or played through 7H to apply IRO mods. These typically run from a 'ff7.exe' and have an older looking pixelated comet symbol.

The Steam install, however, is retained and runs from a different .exe; the ff7_en.exe (or ff7_xx.exe depending on the language being used) with a higher-res and slimmer comet icon. You should think of the Steam installation as a separate FF7 from the game-converted 7H compatible one. The Game Converter doesn't change anything with the Steam game at all, it just makes a copy of its files and makes a separate installation elsewhere.

7H should always point at the game-converted FF7 files, which can be checked through the Settings tab in 7H. Have it look for ff7.exe rather than ff7_xx.exe otherwise it will run the unmodified Steam version.

Ok, thank you ^^ I'll play a bit with the resolution settings and see if I can find a way that it's fixed and i can see it big :P hehe.

From what you say I think I don't have to worry about the soruces or other things not working properly since I'm using the proper ff7.exe to run from 7H, then, that's a relief then, time to give this great looking game a second run! :D thank you again, Sega Chief, both for the mod and the help ^^

Maverick4031

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7734 on: 2019-05-13 02:23:43 »
in regards to 7th heaven.....does installing the game on an external drive interfere with using 7th heaven mods? i'm starting to get fairly suspicious about it at this point. perhaps the install needs to be on the main drive?

Maverick4031

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7735 on: 2019-05-13 02:32:43 »
hold on....might've just fixed my own problem. lol

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7736 on: 2019-05-13 18:07:54 »
I just created an account here after lurking for many months to say that I absolutely love the Mod and you have done such a fantastic job with everything.  There are so many great quality of life improvements alongside so much content that breathes new life into this classic game that I have loved for so many years.  Sega Chief, thank you so much for the work you do.

Looking forward to playing through it again when the next big update hits.  Ill try to get on that earlier this time so I can help with spotting bugs or issues.

I was also happy to donate a bit to help out.  And if you ever make a patreon or something like that I would check it out.

Yo, bud; thanks for the donation and the support. I'm wanting to leave the mod in the best possible shape before I properly move into new projects and I reckon the best direction is to

As far as a patreon goes, I'll set one up.


Ok, thank you ^^ I'll play a bit with the resolution settings and see if I can find a way that it's fixed and i can see it big :P hehe.

From what you say I think I don't have to worry about the soruces or other things not working properly since I'm using the proper ff7.exe to run from 7H, then, that's a relief then, time to give this great looking game a second run! :D thank you again, Sega Chief, both for the mod and the help ^^

All right, but let me know if you notice anything off. If Sources only give +1 to the stat instead of +5 then we'll work it out from there.

hold on....might've just fixed my own problem. lol

The best kind of problems are the ones that sort themselves out.

Maverick4031

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7737 on: 2019-05-14 01:10:13 »
at least until new ones arise like phoenix. lol.

how do i properly disable mods that were just in use? i tried changing up some of the mod settings or even switch some out and the game didn't apply any of the changes when i loaded it up.

actually, in addition to that.....every time i load the game....it still loads obviously but i get an error message stating that postprocessing initialization failed and to check the app.log. not sure if that is important or not.
« Last Edit: 2019-05-14 01:15:32 by Maverick4031 »

kaizerlith

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7738 on: 2019-05-14 09:02:53 »
So I am not sure if this was already talked about so sorry if it is. But I seem to have a bug during the Nibelheim flashback. For some reason Sephiroth just stands there and does nothing and since Cloud has no HP and gets one hit K.Od by the dragon I just lose that fight. The game continues on but I just wanted to check if that was a bug or not.

Hinasaki

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7739 on: 2019-05-14 11:12:37 »
Does this works with the Reunion mod? I really looking forward to play this, but also want to use the Reunion mod lol

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7740 on: 2019-05-14 13:07:04 »
at least until new ones arise like phoenix. lol.

how do i properly disable mods that were just in use? i tried changing up some of the mod settings or even switch some out and the game didn't apply any of the changes when i loaded it up.

actually, in addition to that.....every time i load the game....it still loads obviously but i get an error message stating that postprocessing initialization failed and to check the app.log. not sure if that is important or not.

Deactivate them from first tab, then they can be uninstalled from the 2nd/library tab.

So I am not sure if this was already talked about so sorry if it is. But I seem to have a bug during the Nibelheim flashback. For some reason Sephiroth just stands there and does nothing and since Cloud has no HP and gets one hit K.Od by the dragon I just lose that fight. The game continues on but I just wanted to check if that was a bug or not.

Sephiroth is supposed to be controllable during the flashback scene, is his turn filling up but no command menu appearing?

Does this works with the Reunion mod? I really looking forward to play this, but also want to use the Reunion mod lol

I think it's incompatible with the beacause section of it, but there is a plan to make a merged version of the two once both mods are finished. Mine is almost there, not sure of status of Reunion completion-wise.

kaizerlith

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7741 on: 2019-05-14 14:34:37 »
Yeah the atb bar keeps filling up and than empties out with no menu.

Asherdoom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7742 on: 2019-05-14 15:23:45 »
hello mate and sorry for disturbing but i got an issue:

I redownloaded your mod after changing my pc to a new one. the install process does not ask me to locate DATA folder, but instead only FF VII folder and nothing more.
I leave here screens to let ya know what im talking about. Please lemme know if it was installed properly :D
https://imgur.com/a/EQ0nOHF






Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7743 on: 2019-05-14 15:48:29 »
Yeah the atb bar keeps filling up and than empties out with no menu.

Very strange, might be worth doing some checks to see if mod is installed properly:
1) Kernel check, characters should have been proccing their 'innate' abilities in-battle with accompanying text. If so, then kernel is patched.
2) Field/Flevel check, were you given an option to skip the nibelheim flashback? If not, then field script isn't patched.
3) Scene.bin check, did you go up against two heligunners in the shinra hq elevator fight?

hello mate and sorry for disturbing but i got an issue:

I redownloaded your mod after changing my pc to a new one. the install process does not ask me to locate DATA folder, but instead only FF VII folder and nothing more.
I leave here screens to let ya know what im talking about. Please lemme know if it was installed properly :D
https://imgur.com/a/EQ0nOHF







The installer targets the FF7 folder now instead of the data folder, this is to catch the .exe file as some changes are made there. One way to check is by casting MBarrier on a character and then casting Cure on them; if Cure ignores the MBarrier then the .exe is patched. Another (and more important) check is that sources give +5 per use instead of +1.

Asherdoom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7744 on: 2019-05-14 15:59:33 »
Very strange, might be worth doing some checks to see if mod is installed properly:
1) Kernel check, characters should have been proccing their 'innate' abilities in-battle with accompanying text. If so, then kernel is patched.
2) Field/Flevel check, were you given an option to skip the nibelheim flashback? If not, then field script isn't patched.
3) Scene.bin check, did you go up against two heligunners in the shinra hq elevator fight?

The installer targets the FF7 folder now instead of the data folder, this is to catch the .exe file as some changes are made there. One way to check is by casting MBarrier on a character and then casting Cure on them; if Cure ignores the MBarrier then the .exe is patched. Another (and more important) check is that sources give +5 per use instead of +1.

thanks for prompt reply but my game is fresh (new pc and new game! :D) So far i tried starting it and the menu at the beginning of the game adviced me of NTmod (arange or whataver is called lol) and when i got both cloud and barret it explained their passive. I will try to figure more ( i am at 1st maklo reactor just right at game beginning. Is there any other way i could double check it?= For example gaurd scorpion should have different loot or abilities during fight?

LeOsTyLe

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7745 on: 2019-05-14 17:07:27 »
In terms of breaking the 9999 damage cap. It seems only a new .exe can do this. I found the Reunion Menu Overhall Mod for 7h but it need their own .exe and a tool which removes the dmg cap, but the tool patches the .exe as well.

But i found a thread which contains the offsets of 1.02.

http://forums.qhimm.com/index.php?topic=4758.0

Are they still right for your .exe? And are you interested in to break the damage cap in your final mod release? Because it is sad when you have a strong attack, but it is limited to 9999 and you have in the end game to stop use it and instead use a weaker attack only because the weaker attack uses multiple hits. Maybe the damage break cap could increase the balance between the single hit attacks and multiple attacks.

Since there is only 1 HP plus materia (when i read right)  the HP cap is not really relevant, but the damage cap is. My lvl 31 cloud with a 24 attack weapon and like 70-80 str, do with the 1st limit of page two 2000 dmg sometimes even 4000 dmg.

Is it many work to implement such a thing in your mod?
« Last Edit: 2019-05-14 17:09:25 by LeOsTyLe »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7746 on: 2019-05-14 20:44:07 »
thanks for prompt reply but my game is fresh (new pc and new game! :D) So far i tried starting it and the menu at the beginning of the game adviced me of NTmod (arange or whataver is called lol) and when i got both cloud and barret it explained their passive. I will try to figure more ( i am at 1st maklo reactor just right at game beginning. Is there any other way i could double check it?= For example gaurd scorpion should have different loot or abilities during fight?

Ah I see; the checks then are:
-) Flevel: Sounds like that's patched
-) Scene.bin/Enemies: Guard Scorpion will use different abilities during the fight, specifically Magnetic Scope instead of Search Scope. Sweepers in random battles also use Search Scope before attacking.
-) Kernel: If in battle, Barret is hit by physical damage a message should appear about stacks (also, potion text will say 'restores 300HP' instead of 100hp).

In terms of breaking the 9999 damage cap. It seems only a new .exe can do this. I found the Reunion Menu Overhall Mod for 7h but it need their own .exe and a tool which removes the dmg cap, but the tool patches the .exe as well.

But i found a thread which contains the offsets of 1.02.

http://forums.qhimm.com/index.php?topic=4758.0

Are they still right for your .exe? And are you interested in to break the damage cap in your final mod release? Because it is sad when you have a strong attack, but it is limited to 9999 and you have in the end game to stop use it and instead use a weaker attack only because the weaker attack uses multiple hits. Maybe the damage break cap could increase the balance between the single hit attacks and multiple attacks.

Since there is only 1 HP plus materia (when i read right)  the HP cap is not really relevant, but the damage cap is. My lvl 31 cloud with a 24 attack weapon and like 70-80 str, do with the 1st limit of page two 2000 dmg sometimes even 4000 dmg.

Is it many work to implement such a thing in your mod?

It should be, the offsets in the FF7.exe (and the steam .exe) are all the same as the 1.02 exe.

kaizerlith

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7747 on: 2019-05-14 21:14:26 »
Very strange, might be worth doing some checks to see if mod is installed properly:
1) Kernel check, characters should have been proccing their 'innate' abilities in-battle with accompanying text. If so, then kernel is patched.
2) Field/Flevel check, were you given an option to skip the nibelheim flashback? If not, then field script isn't patched.
3) Scene.bin check, did you go up against two heligunners in the shinra hq elevator fight?

The installer targets the FF7 folder now instead of the data folder, this is to catch the .exe file as some changes are made there. One way to check is by casting MBarrier on a character and then casting Cure on them; if Cure ignores the MBarrier then the .exe is patched. Another (and more important) check is that sources give +5 per use instead of +1.


Alright so the innate abilities like Barret's att/def + or Aerith's Geomancer absorb have been popping up and do seem to actually affect his stats.
I was given the option to skip the Nibelheim flashback. I believe it said if I wanted a shortened version of it.
And yeah I did go up against the two heligunners on the elevator. One absorbed Ice.

I also add I downloaded it and installed it through 7th Heaven there was a mod Gameplay - Difficulty and Story that had New Threat in it. So maybe it is from that?
« Last Edit: 2019-05-14 21:18:58 by kaizerlith »

Asherdoom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7748 on: 2019-05-14 21:28:20 »
many thanks for your response! I confirm mod is installed now i have a doubt: does it allows achievements? Because i am getting them as usual! :D

i've read that a m,od should disable achievement no?

kaizerlith

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7749 on: 2019-05-15 04:31:25 »

Alright so the innate abilities like Barret's att/def + or Aerith's Geomancer absorb have been popping up and do seem to actually affect his stats.
I was given the option to skip the Nibelheim flashback. I believe it said if I wanted a shortened version of it.
And yeah I did go up against the two heligunners on the elevator. One absorbed Ice.

I also add I downloaded it and installed it through 7th Heaven there was a mod Gameplay - Difficulty and Story that had New Threat in it. So maybe it is from that?

So I downloaded and installed the version of New Threat off of this message board and it seems to have fixed the problem. So maybe that version in that other thing off of 7th Heaven is incomplete or something? Thanks for the help. =D