Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4972299 times)

DKOmni

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9050 on: 2020-03-21 18:03:05 »
So i have an extremely odd circumstance.

I have completely lost my save file of NTM v1.5, and have spent all day trying to get it back to no avail.
Would BlackChocobo work to build my save file? (I've been recording it for YT so i have all my stats/inv/lvl/etc)
and if so is there anywhere in the files to see which vanilla items have been changed into which NTM items?

For the record i was 35hrs in and just beat Phrenia so restarting isnt really my first choice...

Ryudo

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9051 on: 2020-03-21 18:09:47 »
I would carry on.

It just places the model without checking if she's there or not; I'll add a check.

Thanks, will do!

I'll probably do another complete playthrough with 2.0 when it does get released regardless. In the mean time I'll continue 1.5

coredumperror

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9052 on: 2020-03-21 20:12:59 »
Just got the Hades Materia, and discovered that it also suffers from the hard lock bug that you get from Lagomorph + Added Effect. :(

Hades + Added Effect is so great, so I really hope this gets fixed.

Blhite

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9053 on: 2020-03-22 00:44:15 »
Hey there Sega Chief! First of all, thank you for all your hard work, I'm 65+ hours in new threat and I'm havng a complete blast, all the amount of things to do is outstanding, it will be hard goin' back to vanilla FF7! During my playthrough (I've like 99%'d it) I came across to only 2 bugs in total, and for what I read in the past comments, are all known problems: one of them is the abcence of the max ray for barret, you are supposed to steal one from the armored golem but all he gives is pile bunker, even if you steal or morph it :(
The second problem is ozma, while you can still fight it, there are no animation and the drop is still blank! Oh and one last thing, but this is absolutely not your fault: I found out that the "Animation - qhimm catalog" mod from 7thH2.0, specifically the "field animation" change from blooshot and kaldarasha, has to be disabled in order to make some dialog not get stuck eternally (making the dark cave impossible to start). A minor issue that is easily fixed by disabling that animation mod, I'm just pointing it out for anyone who got the same problem :)
I hope this could help you for future updates! Thanks again Chief!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9054 on: 2020-03-22 02:12:15 »
So i have an extremely odd circumstance.

I have completely lost my save file of NTM v1.5, and have spent all day trying to get it back to no avail.
Would BlackChocobo work to build my save file? (I've been recording it for YT so i have all my stats/inv/lvl/etc)
and if so is there anywhere in the files to see which vanilla items have been changed into which NTM items?

For the record i was 35hrs in and just beat Phrenia so restarting isnt really my first choice...

On FF7 Steam, the save files are given a checksum which the launcher checks when its launched. If the checksum fails, it wipes the save files. Unfortunately, this can sometimes happen even if a save file wasn't altered (particularly with Cloud Saves). Why they felt the need to add this to save files is a mystery.

I don't think there's a way to get the save files back, unless they're sent through the recycle bin. As for what item is what in the save editor, here's a list of them starting from Highwind:

https://i.imgur.com/9pApO8b.png

Just got the Hades Materia, and discovered that it also suffers from the hard lock bug that you get from Lagomorph + Added Effect. :(

Hades + Added Effect is so great, so I really hope this gets fixed.

This issue is to do with a separate mod, I forget which one. It breaks the Frog status on added effect.

Hey there Sega Chief! First of all, thank you for all your hard work, I'm 65+ hours in new threat and I'm havng a complete blast, all the amount of things to do is outstanding, it will be hard goin' back to vanilla FF7! During my playthrough (I've like 99%'d it) I came across to only 2 bugs in total, and for what I read in the past comments, are all known problems: one of them is the abcence of the max ray for barret, you are supposed to steal one from the armored golem but all he gives is pile bunker, even if you steal or morph it :(
The second problem is ozma, while you can still fight it, there are no animation and the drop is still blank! Oh and one last thing, but this is absolutely not your fault: I found out that the "Animation - qhimm catalog" mod from 7thH2.0, specifically the "field animation" change from blooshot and kaldarasha, has to be disabled in order to make some dialog not get stuck eternally (making the dark cave impossible to start). A minor issue that is easily fixed by disabling that animation mod, I'm just pointing it out for anyone who got the same problem :)
I hope this could help you for future updates! Thanks again Chief!

The Ozma fight being loaded currently is the wrong one, I noticed this recently on a few streams. The intended one has a black backdrop with a spinning orb that takes up half the screen whereas the buggy one is a sphere floating in mid-air with Safer's background. I'll correct that soon (and the Max Ray thing).

Drayenn

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9055 on: 2020-03-22 12:40:10 »
This is driving me crazy. Is there still a reward for defeating all of the Fort Condor battles? And if so, what is it?

wraggy225

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9056 on: 2020-03-22 12:47:49 »
Just got the mod today and im so stoked to play it!!

Quick question is there any database with new enemy HP etc? Also the 'innate abilities' is there a way to view these in game or is there a page where they are all stored, would love to check it out!

TIA guys!

AuthenticM

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9057 on: 2020-03-22 19:43:06 »
Hey Sega Chief,

First time poster in this thread. I'm a big fan of the mod despite having barely played it myself. I watched a full playthrough of it last summer, and recently convinced a friend to try the mod and he loves it! I was going to start playing the game this weekend, but I read that 2.0 is just around the corner, so I figured I should wait.

Anyways, I wanted to thank you and everyone who works on this mod for your contribution. It's made me fall in love all over again with FFVII.

Question: is it at all possible to mod FFVII to make it so the battle party consists of four characters, just like the previous FF games? I've always disliked how post-VI FF games scaled back to parties of three members. I'm not asking if that is going to make its way into New Threat; I know that would require completely rebalancing the game. I'm just curious if it is simply possible or not.

Cheers!

DKOmni

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9058 on: 2020-03-22 22:16:37 »

I don't think there's a way to get the save files back, unless they're sent through the recycle bin. As for what item is what in the save editor, here's a list of them starting from Highwind:

https://i.imgur.com/9pApO8b.png

You are a godsend, SegaChief.
One last thing and I should have everything, I know its a nightmare and I'm truly sorry:

The Changelog states that
Replacing the situational Poisona is Osmose, a spell that appears in Slot 1 of the Heal Materia.

I had both Heal and Osmose materia separately, so is the Osmose materia ID from another materia?


Oh and I'm sure you've heard it a million times, but the mod is beyond fantastic. Best of luck with 2.0

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9059 on: 2020-03-23 00:15:24 »
This is driving me crazy. Is there still a reward for defeating all of the Fort Condor battles? And if so, what is it?

It's a Masamune; in NT this weapon can be equipped by any character. Its battle model will use the first weapon model of each character rather than the actual Masamune model (it's to do with IDs; if Barret equipped Buster Sword for instance then it'd look like Gatling Gun in battle). You can make a Masamune in the same place as the Ultimate Weapons using certain materials (blue house on world map near Gongaga, Disc 3).

Just got the mod today and im so stoked to play it!!

Quick question is there any database with new enemy HP etc? Also the 'innate abilities' is there a way to view these in game or is there a page where they are all stored, would love to check it out!

TIA guys!

I don#t have anything in-game currently, there's just the initial message. As for a database, your best bet is to download the tool Proud Clod (PRC) and view the mod's scene.bin. If you have the IRO then you'll need to unpack the IRO first using 7h's built in workshop tools.

Hey Sega Chief,

First time poster in this thread. I'm a big fan of the mod despite having barely played it myself. I watched a full playthrough of it last summer, and recently convinced a friend to try the mod and he loves it! I was going to start playing the game this weekend, but I read that 2.0 is just around the corner, so I figured I should wait.

Anyways, I wanted to thank you and everyone who works on this mod for your contribution. It's made me fall in love all over again with FFVII.

Question: is it at all possible to mod FFVII to make it so the battle party consists of four characters, just like the previous FF games? I've always disliked how post-VI FF games scaled back to parties of three members. I'm not asking if that is going to make its way into New Threat; I know that would require completely rebalancing the game. I'm just curious if it is simply possible or not.

Cheers!

It would require a reworking of the game's engine, as most modules rely on 3-character parties. The Menu format for instance would need to change, the PHS screens, Save menus (and the save data to an extent), the Battles themselves (memory management, etc). It'd likely be less work to build a new game engine instead. The under development Sister Ray project may be able to do it but I'm not 100% on what's going to be in that feature-wise as it's still being worked on.

You are a godsend, SegaChief.
One last thing and I should have everything, I know its a nightmare and I'm truly sorry:

The Changelog states that
Replacing the situational Poisona is Osmose, a spell that appears in Slot 1 of the Heal Materia.

I had both Heal and Osmose materia separately, so is the Osmose materia ID from another materia?


Oh and I'm sure you've heard it a million times, but the mod is beyond fantastic. Best of luck with 2.0

Later on I separated Osmose out onto its own Materia instead of having it on Heal Materia, so the change log is (once again) out of date. I'm fairly terrible for keeping my documentation up to date unfortunately.

Drayenn

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9060 on: 2020-03-23 01:11:16 »
It's a Masamune; in NT this weapon can be equipped by any character. Its battle model will use the first weapon model of each character rather than the actual Masamune model (it's to do with IDs; if Barret equipped Buster Sword for instance then it'd look like Gatling Gun in battle). You can make a Masamune in the same place as the Ultimate Weapons using certain materials (blue house on world map near Gongaga, Disc 3).

Oh okay, so if you win the first one, theoretically you can have 2 in a playthrough?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9061 on: 2020-03-23 02:55:16 »
Oh okay, so if you win the first one, theoretically you can have 2 in a playthrough?

I think you can make 3 if you gt the materials together.

DKOmni

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9062 on: 2020-03-23 02:58:41 »
Later on I separated Osmose out onto its own Materia instead of having it on Heal Materia, so the change log is (once again) out of date. I'm fairly terrible for keeping my documentation up to date unfortunately.

It's perfectly fine, I only tried the CL because I didnt want to have the information here as i'm asking.
So does this mean it wouldn't be possible to spawn in Osmose? Is there a shop that sells it, or anywhere else it can be picked up? I've logged my inventory, materia, stats,etc (although the SP levels are auto set to zero: i thought that might have been to do with the Battle counter but maxxing it out does nothing) and literally the only thing missing is Osmose. If not then last resort would be to smuggle it in from a brand new game (I'm very dedicated)

Thanks again!

Drayenn

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9063 on: 2020-03-23 04:20:17 »
I think you can make 3 if you gt the materials together.

Thanks Chief, I appreciate the response

Also this mod has singlehandedly reinvigorated the game for me and if we weren't in the middle of a global crisis that was otherwise occupying all of my resources, I'd happily throw you some donations and will likely do so as soon as said crisis abates.

Also do you have a planned changelist for 2.0? I really liked the customization aspect of SP in 1.5 and I saw someone mention it was going away?

coredumperror

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9064 on: 2020-03-23 06:39:16 »
I'm completely stumped on how to the last two Enemy Skills. "Where is the thing.txt" is out of date, saying several things that don't appear to be true any more.

Where are "Alpha" and "Pandora's Box"? After finding Dragon Force on Dark Dragon (rather than Magnitude8, which appears to be gone, now?), and getting Shadow Flare from Tyrant, and Deathcharge from Tsarcat in North Crater, I have everything else.

EDIT: Speaking of the North Crater, I'm extremely underwhelmed by the materia rewards in there. Outside of the Shield materia, which you get right at the start, and the HP Plus right near the end, I've found Added Effect twice, and Planet, all three of which I already had. Is the ability to get Planet earlier that North Crater a bug? It's so powerful that I can understand that being a possibility. But the two Added Effects are just weird. Why would you put those there?
« Last Edit: 2020-03-23 06:48:39 by coredumperror »

Maziac

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9065 on: 2020-03-23 14:10:53 »
It's a Masamune; in NT this weapon can be equipped by any character.

So, is it an error, that doing the first Fort Condor fight, as the mandatory visit on the Huge materia quest rewards us with Masamune? I mean, never visiting Fort Condor before that mission. The old man talks to Cid as he's Cloud; "Your eyes are different" and after winning the battle, first he gives a Hi-Potion, then says "just kidding" and gives the Masamune. (Arrange btw)
« Last Edit: 2020-03-23 14:18:26 by Maziac »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9066 on: 2020-03-23 16:28:27 »
It's perfectly fine, I only tried the CL because I didnt want to have the information here as i'm asking.
So does this mean it wouldn't be possible to spawn in Osmose? Is there a shop that sells it, or anywhere else it can be picked up? I've logged my inventory, materia, stats,etc (although the SP levels are auto set to zero: i thought that might have been to do with the Battle counter but maxxing it out does nothing) and literally the only thing missing is Osmose. If not then last resort would be to smuggle it in from a brand new game (I'm very dedicated)

Thanks again!

It can be added through Black Chocobo; it should be the Materia under Time (it will likely say 'DO NOT USE' in the save editor, but ignore this).

There are three spots it was added to; Highwind, North Corel's Ropeway station, and the garden outside Aeris' house. If it isn't visible in one of those spots then go for a save editor.

Thanks Chief, I appreciate the response

Also this mod has singlehandedly reinvigorated the game for me and if we weren't in the middle of a global crisis that was otherwise occupying all of my resources, I'd happily throw you some donations and will likely do so as soon as said crisis abates.

Also do you have a planned changelist for 2.0? I really liked the customization aspect of SP in 1.5 and I saw someone mention it was going away?

The customisation isn't being removed, it's being combined with natural stat growth from levelling. The difference will be that you don't get the flat +5 to every stat on an upgrade, just the sources from your choice of upgrade.

I'm completely stumped on how to the last two Enemy Skills. "Where is the thing.txt" is out of date, saying several things that don't appear to be true any more.

Where are "Alpha" and "Pandora's Box"? After finding Dragon Force on Dark Dragon (rather than Magnitude8, which appears to be gone, now?), and getting Shadow Flare from Tyrant, and Deathcharge from Tsarcat in North Crater, I have everything else.

EDIT: Speaking of the North Crater, I'm extremely underwhelmed by the materia rewards in there. Outside of the Shield materia, which you get right at the start, and the HP Plus right near the end, I've found Added Effect twice, and Planet, all three of which I already had. Is the ability to get Planet earlier that North Crater a bug? It's so powerful that I can understand that being a possibility. But the two Added Effects are just weird. Why would you put those there?

The one with the mod download is out of date, but this one by Karsh is up to date: https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit#gid=1079360370

Chronocure takes the place of Alpha.

By the Crater, I felt like I'd ran out of things to place. Added Effect felt more handy than the default MP Absorb. Planet was acquirable earlier as part of the corel train segment which can be failed. Unless it was swapped with Comet, there's been a lot of changes over the years.

So, is it an error, that doing the first Fort Condor fight, as the mandatory visit on the Huge materia quest rewards us with Masamune? I mean, never visiting Fort Condor before that mission. The old man talks to Cid as he's Cloud; "Your eyes are different" and after winning the battle, first he gives a Hi-Potion, then says "just kidding" and gives the Masamune. (Arrange btw)

Maybe there's a fault in it. Did you give them money? I think they have enough to cover the battles that are unreachable and battles handled in that way are counted as won.

Maziac

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9067 on: 2020-03-23 17:05:35 »
Maybe there's a fault in it. Did you give them money? I think they have enough to cover the battles that are unreachable and battles handled in that way are counted as won.

Nope, no interaction before that. They treat Cid like he is Cloud in disc 1. There's the guy at the cave door with dialog options "Where is Junon?" and "We'll help you", theres also the teleport npc next to the rope. They explain all the minigame rules and lore. And after the battle we get Phoenix, Huge materia, Hi-Potion and Masamune. Oh and I did the Corel Train before Fort Condor
« Last Edit: 2020-03-23 17:30:04 by Maziac »

Yuffie1983

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9068 on: 2020-03-23 19:26:14 »
Hello Mr Chief, is there a database that shows the items that can be stolen and/or morphed from each enemy. Also thank you for a brilliant mod.

DKOmni

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9069 on: 2020-03-24 01:21:20 »
It can be added through Black Chocobo; it should be the Materia under Time (it will likely say 'DO NOT USE' in the save editor, but ignore this).

There are three spots it was added to; Highwind, North Corel's Ropeway station, and the garden outside Aeris' house. If it isn't visible in one of those spots then go for a save editor.

Thank you so much for this, you've saved me 30 hours of work. For future reference, in case anyone has an obscure situation like this happen to them, the DO NOT USE materia cannot be spawned in using BlackChocobo, you have to manually pick it up (so for example I changed my location to Aerith's house, picked it up and changed back to Great Glacier).

Thanks so much again for everything, and in case enough people haven't said it, the mod is bloody brilliant.
(PS The Temple of the Ancients fights blew my mind)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9070 on: 2020-03-24 02:06:16 »
Nope, no interaction before that. They treat Cid like he is Cloud in disc 1. There's the guy at the cave door with dialog options "Where is Junon?" and "We'll help you", theres also the teleport npc next to the rope. They explain all the minigame rules and lore. And after the battle we get Phoenix, Huge materia, Hi-Potion and Masamune. Oh and I did the Corel Train before Fort Condor

Ah I see. I'll review the first visit logic and see what can be done there.

Hello Mr Chief, is there a database that shows the items that can be stolen and/or morphed from each enemy. Also thank you for a brilliant mod.

There's one in the mod download but it's a bit out of date. Your best bet is to use the tool Proud Clod to open the mod's scene.bin (if it's the IRO you're using then it'll need to be unpacked using 7h's workshop tools).

Thank you so much for this, you've saved me 30 hours of work. For future reference, in case anyone has an obscure situation like this happen to them, the DO NOT USE materia cannot be spawned in using BlackChocobo, you have to manually pick it up (so for example I changed my location to Aerith's house, picked it up and changed back to Great Glacier).

Thanks so much again for everything, and in case enough people haven't said it, the mod is bloody brilliant.
(PS The Temple of the Ancients fights blew my mind)

Thanks, bud. I didn't know the 'do not use' couldn't be assigned, I'll try to remember that for next time.

coredumperror

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9071 on: 2020-03-24 08:58:41 »
Is the Micro Engine for Tifa's ultimate weapon still supposed to drop from the Item shop fight in Wall Market? I saw it mentioned in a really old comment on this thread, bit I ask because it didn't drop for me, and now I have no idea how to get Tifa's Premium Heart.

Also not sure where to find Spring-Gun Clip to make Red XIII's Limited Moon. Or the LuvLuv G for Cid's Venus Gospel.

Making their Ultimates is the last thing I need to do, besides Extra Battle Platinum and Dio's sidequest. Plus Special Battle, I guess. But I haven't a clue how to find Cloud's ultimate limit to unlock that, either.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9072 on: 2020-03-24 13:13:33 »
Is the Micro Engine for Tifa's ultimate weapon still supposed to drop from the Item shop fight in Wall Market? I saw it mentioned in a really old comment on this thread, bit I ask because it didn't drop for me, and now I have no idea how to get Tifa's Premium Heart.

Also not sure where to find Spring-Gun Clip to make Red XIII's Limited Moon. Or the LuvLuv G for Cid's Venus Gospel.

Making their Ultimates is the last thing I need to do, besides Extra Battle Platinum and Dio's sidequest. Plus Special Battle, I guess. But I haven't a clue how to find Cloud's ultimate limit to unlock that, either.
[/quote

I think all the stuff you mentioned there comes from Dio's sidequest. The Spring Gun Clip should be held by King Behemoth in the North Crater, as a Steal (have Sneak Glove equipped). For Special Battle I don't think you need Cloud's Lv.4 Limit to unlock it anymore, just being on Disc 3 should do it. For Cloud's Limit, try Shinra Mansion.

AuthenticM

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9073 on: 2020-03-24 14:07:54 »
Hey everyone,

I've got a question. If someone has NT 1.5 installed through the installer, with no other mods installed (not even 7th Heaven), is it possible to download a save that is set at a specific point and carry on the game from there? Either that or some way that lets a player hack their own save to change something that has happeend (such as the choice of Aerith living or dying).

Thanks!

P.S. Is it true that on the highwind, you can switch on the fly Aerith's state of life? If yes, does turning her "off" to be dead revert back all the dialogue changes to reflect the fact that she is dead, just like in the original?
« Last Edit: 2020-03-24 14:13:01 by AuthenticM »

Flopinou

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9074 on: 2020-03-24 16:39:25 »
Hi there !
Still on my run on 1.5 (which is great), but I have noticed some bugs :

- When I enter the dark cave, there's a dialogue with Cloud and Barret in Midgar, and then nothing, the game is stuck -> SOLUTION IF IT'S HAPPEN ALSO TO YOU : Disable all others mods you installed, it'll unlock.

- The Documentation says that the kaktuar boss in the materia cave give the 7777 Needles that Yuffie needs in order to craft her ultimare weapon, but i didn't received it..

- (This one is a detail) : On disc 2, when Tifa is out watching for Cloud, If you enter in Junon you can see her speaking with aeris (Little weird IMO).