Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 5396836 times)

OLKv3

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9450 on: 2020-05-16 08:43:59 »
I just beat the hack (great job too, Sephiroth kicked my ass) and I have a few questions.

Spoiler: show
Is it normal for the game to just close after the credits?
Does Sephiroth power up if you use Knights of the Round on Jenova? I know he gains more HP in vanilla, was wondering if it affects him here


Jenova and Sephiroth were much tougher than I was expecting, since I steamrolled the previous bosses. Didn't expect them to have that much HP and got surprised by Sephiroth's party wipe on my first try. Made sure not to get the endgame equips since I wanted to try it without being uber powerful. Loved the hack, will replay on Arrange when I get the time

Asherdoom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9451 on: 2020-05-16 11:17:11 »
hey chief thanks for clarify so i imported your IRO into 7th heaven and these are the mods that i am gonna use, as far as your kowledge goes will tey conflict with your mod?
thanks in advance


EQ2Alyza

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9452 on: 2020-05-16 11:24:08 »
hey chief thanks for clarify so i imported your IRO into 7th heaven and these are the mods that i am gonna use, as far as your kowledge goes will tey conflict with your mod?
thanks in advance



Bonez' Spell Names (kernal edit?) and Minigames > Wonder Square (games_1, games_2, jetin1 flevel edits) might conflict. SC should know.

Maziac

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9453 on: 2020-05-16 11:24:54 »
I'm about to start a new playthrough with the 15th May patch. Can someone tell me if I will get access to this new costume thing with just playing through the story normally or is it some sidething I need to go out of my way to access`?

OLKv3

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9454 on: 2020-05-16 12:00:11 »
The costumes are available through the mod options, not ingame. You choose them before starting

Maziac

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9455 on: 2020-05-16 12:18:25 »
Oh, I see. And looks like they are 7th Heaven only. I don't use that, but I'm curious to see what options there are.

Asherdoom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9456 on: 2020-05-16 12:51:00 »
Bonez' Spell Names (kernal edit?) and Minigames > Wonder Square (games_1, games_2, jetin1 flevel edits) might conflict. SC should know.
thanks for p`rompt reply


so at the end this is what i am gonna use:


all mods i downloaded from http://7thheaven.rocks/
except NT mod that i downloaded from this topic
I imported all of them inside the 7th 2.0 as far as you know they gonna cause any conflict?

thanks in advance!



EDIT: I joticed mod seems working NT one but barret get no message when he is attacked concerning attack or def boost as per his passive (i recall in previous version mods was alerting you via battle message) is now "occult" this stack without warnign you or mods is not working as intended? (cloud got fire bolt and ice and potions give 300 hp as per mod specification)
« Last Edit: 2020-05-16 13:05:52 by Asherdoom »

TheOppressed

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9457 on: 2020-05-16 14:12:40 »
Hello Sega Chief,

You've done one hell of a job. Very impressive. Just a few things:

1. First screen of the Forgotten City has a typographical error on its label on the menu (bottom-right bar that tells the name of a location in the menu)

2. Wizard Staff is a smidge OP.. 999 MP per hit + Slash-All is IMO too good; it overshadows the Princess Guard. Although that may just be because I have a pure mage Aeris.

3.Similar to Asherdoom's post, I am having trouble in proccing Limit Boost on Cloud, during the endgame. Popping Limits and still no pop-up. I am not sure if its just because it's hit its max stats or if something's wrong.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9458 on: 2020-05-16 14:18:18 »
I just beat the hack (great job too, Sephiroth kicked my ass) and I have a few questions.

Spoiler: show
Is it normal for the game to just close after the credits?
Does Sephiroth power up if you use Knights of the Round on Jenova? I know he gains more HP in vanilla, was wondering if it affects him here


Jenova and Sephiroth were much tougher than I was expecting, since I steamrolled the previous bosses. Didn't expect them to have that much HP and got surprised by Sephiroth's party wipe on my first try. Made sure not to get the endgame equips since I wanted to try it without being uber powerful. Loved the hack, will replay on Arrange when I get the time

On the PC version, the game client closes once the credits roll. It's a shame to lose the star field from the PSX version, but it appears to have been cut.

The end bosses in NT don't gain stat boosts when using KOTR, but they are a bit further ahead of the curve than normal.

hey chief thanks for clarify so i imported your IRO into 7th heaven and these are the mods that i am gonna use, as far as your kowledge goes will tey conflict with your mod?
thanks in advance



If using Bonez, then make sure the NT option is selected. But if you still get wrong encounters then disable it. The others there should be fine.

Oh, I see. And looks like they are 7th Heaven only. I don't use that, but I'm curious to see what options there are.

These are them here: https://mega.nz/file/awtSmKIR#jqYc98dY9ZSb546_f2QNlmhN7zZCeL4cOnz3UIJkRiI

If you want to use any then let me know and I'll generate a battle.lgp with them in there for use with NT.


thanks for p`rompt reply


so at the end this is what i am gonna use:


all mods i downloaded from http://7thheaven.rocks/
except NT mod that i downloaded from this topic
I imported all of them inside the 7th 2.0 as far as you know they gonna cause any conflict?

thanks in advance!



EDIT: I joticed mod seems working NT one but barret get no message when he is attacked concerning attack or def boost as per his passive (i recall in previous version mods was alerting you via battle message) is now "occult" this stack without warnign you or mods is not working as intended? (cloud got fire bolt and ice and potions give 300 hp as per mod specification)

Everything there should be fine.

As for Barret's innate, it should only proc on physical attacks which may be why. if Cloud had fire/ice/bolt and potions are healing for 300HP in-battle then the kernel is likely fine as it's all one single file with the character AI in there. If you have battle message speed turned up to max then that may also be a factor.


Hello Sega Chief,

You've done one hell of a job. Very impressive. Just a few things:

1. First screen of the Forgotten City has a typographical error on its label on the menu (bottom-right bar that tells the name of a location in the menu)

2. Wizard Staff is a smidge OP.. 999 MP per hit + Slash-All is IMO too good; it overshadows the Princess Guard. Although that may just be because I have a pure mage Aeris.

3.Similar to Asherdoom's post, I am having trouble in proccing Limit Boost on Cloud, during the endgame. Popping Limits and still no pop-up. I am not sure if its just because it's hit its max stats or if something's wrong.

I'll sort that typo.

I think Wizard Staff just uses a regular magic formula where it should maybe be using something else seeing as it deals with MP, I'll have a think about it.

I checked the kernel and it appears to have an issue with the AI. I'll patch it just now.

***

Patches are up, kernel was a bit off. Shouldn't affect current playthroughs though.

Installer
https://mega.nz/file/bt1wFSoZ#jc7JjdmtNlqZOfzMb7cw5VAP9Oer91-PQOYoAW8URsI

IRO
https://mega.nz/file/64sQgI7K#H8Ae38NZ4BWH4CWwedw1UDxCCOskCZldkk6pb8-Ul3E
« Last Edit: 2020-05-16 14:38:45 by Sega Chief »

Maziac

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9459 on: 2020-05-16 15:29:12 »

These are them here: https://mega.nz/file/awtSmKIR#jqYc98dY9ZSb546_f2QNlmhN7zZCeL4cOnz3UIJkRiI
If you want to use any then let me know and I'll generate a battle.lgp with them in there for use with NT.


Haha those are pretty nice and funny, but no need to custom patch me, at least for now. If you can add those to the NT installer and some NPC to toggle them in-game that would be nice, but please don't waste any time on that, I'm quite ready for 2.0!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9460 on: 2020-05-16 15:38:30 »
Haha those are pretty nice and funny, but no need to custom patch me, at least for now. If you can add those to the NT installer and some NPC to toggle them in-game that would be nice, but please don't waste any time on that, I'm quite ready for 2.0!

I can't add them to the installer version as the vanilla game has no hotswap capability for files, only 7h currently has that.

TheOppressed

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9461 on: 2020-05-16 17:05:37 »

3.Similar to Asherdoom's post, I am having trouble in proccing Limit Boost on Cloud, during the endgame. Popping Limits and still no pop-up. I am not sure if its just because it's hit its max stats or if something's wrong.

Yep speaking from this day's iro.. Still doesn't work, still no Limit Boost on Cloud.. I am patching a sort of a personal custom kernel2.bin for spell names.. Could that affect it?

I'll see what I can discover after I play it some more.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9462 on: 2020-05-16 18:20:58 »
Yep speaking from this day's iro.. Still doesn't work, still no Limit Boost on Cloud.. I am patching a sort of a personal custom kernel2.bin for spell names.. Could that affect it?

I'll see what I can discover after I play it some more.

Edit:

I tested today's NT IRO (16th May) with Bonez' Spell Rename mod (using NT option) with Bonez' mod above NT in the load order and they appear to work together. I'm getting the NT kernel (including innates) with Bonez' adjusted spell names. Are you guys setting Bonez' mod to the NT setting, and putting it above NT in load order? Any other mods in use?

« Last Edit: 2020-05-16 18:31:45 by Sega Chief »

Asherdoom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9463 on: 2020-05-16 18:40:45 »
Edit:

I tested today's NT IRO (16th May) with Bonez' Spell Rename mod (using NT option) with Bonez' mod above NT in the load order and they appear to work together. I'm getting the NT kernel (including innates) with Bonez' adjusted spell names. Are you guys setting Bonez' mod to the NT setting, and putting it above NT in load order? Any other mods in use?
in case to avoid any possible problems i will not install those mods to avoid any eventual issue

TheOppressed

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9464 on: 2020-05-16 18:45:13 »
Edit:

I tested today's NT IRO (16th May) with Bonez' Spell Rename mod (using NT option) with Bonez' mod above NT in the load order and they appear to work together. I'm getting the NT kernel (including innates) with Bonez' adjusted spell names. Are you guys setting Bonez' mod to the NT setting, and putting it above NT in load order? Any other mods in use?

Oh no I'm not using Bonez' mod.. I'm using my customized kernel2.bin edited from touphscript. I wonder if that alone could affect it. And I've already turned off everything except New Threat and it [Cloud's Limit Boost] still doesn't work.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9465 on: 2020-05-16 19:25:04 »
Oh no I'm not using Bonez' mod.. I'm using my customized kernel2.bin edited from touphscript. I wonder if that alone could affect it. And I've already turned off everything except New Threat and it [Cloud's Limit Boost] still doesn't work.

A kernel2 won't affect the main kernel, so it might be that the 7h game isn't patching the kernel for some reason. Two ways to check that; 1) Does Cloud start the game with Fire, Ice, and Bolt Materia equipped (or do Potions heal 300HP in-battle). 2) If you activate the Hardcore mod from the Qhimm Gameplay Catalog, does Cloud start the game at Lv.1?

I'll download this IRO to make sure it's the same one I tested earlier today.
Edit: It seems fine.
« Last Edit: 2020-05-16 19:27:43 by Sega Chief »

TheOppressed

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9466 on: 2020-05-16 19:29:42 »
A kernel2 won't affect the main kernel, so it might be that the 7h game isn't patching the kernel for some reason. Two ways to check that; 1) Does Cloud start the game with Fire, Ice, and Bolt Materia equipped (or do Potions heal 300HP in-battle). 2) If you activate the Hardcore mod from the Qhimm Gameplay Catalog, does Cloud start the game at Lv.1?

I'll download this IRO to make sure it's the same one I tested earlier today.

The funny thing is I did just that with today's released IRO with my edited kernel2. I started a new game and it [Cloud's innate] works as intended! I just have no idea why whenever it hits the endgame, it doesn't work anymore.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9467 on: 2020-05-16 20:15:39 »
The funny thing is I did just that with today's released IRO with my edited kernel2. I started a new game and it [Cloud's innate] works as intended! I just have no idea why whenever it hits the endgame, it doesn't work anymore.

Right, in that case it's because his AI checks if he's hit the ceiling for his strength or magic; if so, the innate doesn't trigger (to prevent an overflow). I'm moving away from (most) stat-based innates for reasons like this in 2.0.

Asherdoom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9468 on: 2020-05-16 21:51:36 »
Hey sega appearently with mod list i posted above your mod seems not working properly... to reinstall it i just remove from 7th heaven and re download it or i must removce FFVII entirely from pc?

EDIT: Bonerz bla bla mod that rename spells cause d NT mod to NOT WORK for me so i removed it, reinstalled your mod and now seems working fine i started fresh game and cloud have fire-bolt-ice lpus the first 3 mobs are TRAINEE whatever so MAYBE that mod (spell renamer) causes some sort of conflict :/
« Last Edit: 2020-05-16 21:53:20 by Asherdoom »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9469 on: 2020-05-16 22:05:18 »
Hey sega appearently with mod list i posted above your mod seems not working properly... to reinstall it i just remove from 7th heaven and re download it or i must removce FFVII entirely from pc?

EDIT: Bonerz bla bla mod that rename spells cause d NT mod to NOT WORK for me so i removed it, reinstalled your mod and now seems working fine i started fresh game and cloud have fire-bolt-ice lpus the first 3 mobs are TRAINEE whatever so MAYBE that mod (spell renamer) causes some sort of conflict :/

Bonez' mod should have an option for New threat compatibility; if you click on the Bonez iro and then the cog on the right, it'll let you set options for it. Set it to New Threat and then move that IRO above NT in the mod load order.

***
Edit: Thanks to Karenjr95 for the donation, I appreciate it.
« Last Edit: 2020-05-16 22:09:22 by Sega Chief »

Bonez

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9470 on: 2020-05-16 22:27:11 »
Hey sega appearently with mod list i posted above your mod seems not working properly... to reinstall it i just remove from 7th heaven and re download it or i must removce FFVII entirely from pc?

EDIT: Bonerz bla bla mod that rename spells cause d NT mod to NOT WORK for me so i removed it, reinstalled your mod and now seems working fine i started fresh game and cloud have fire-bolt-ice lpus the first 3 mobs are TRAINEE whatever so MAYBE that mod (spell renamer) causes some sort of conflict :/

It's "Bonez"

And we've set up a compatibility check so next release of the New Threat iro should automatically change the spell names mod to the correct option so this won't happen anymore.

Rejoice.
« Last Edit: 2020-05-16 23:09:49 by Bonez »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9471 on: 2020-05-16 23:37:31 »
It's "Bonez"

And we've set up a compatibility check so next release of the New Threat iro should automatically change the spell names mod to the correct option so this won't happen anymore.

Rejoice.

That's that update uploaded; link is on the first post of this thread.

GMTanvis

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9472 on: 2020-05-16 23:54:12 »
Loving this mod so far, super great changes to everything. But I'm having a little reoccurring problem. Not sure if this has to do with the particular mods I have set up, but multiple times now, my game has crashed, usually randomly, during the ending of the Quake3 animation.

Usually it just happens every once and a while, but during the ???? Ninja fight in Wutai. When it gives itself the barriers using the Quake3 animation, always the second time during the battle, the game crashes.

Not sure what's going on or if I just need to turn off spell texture mods or something like that. Any thoughts?

Thanks!

Asherdoom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9473 on: 2020-05-17 00:39:46 »
I officialy vote for having guard scorpion with me as char! :D

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9474 on: 2020-05-17 00:47:20 »
Loving this mod so far, super great changes to everything. But I'm having a little reoccurring problem. Not sure if this has to do with the particular mods I have set up, but multiple times now, my game has crashed, usually randomly, during the ending of the Quake3 animation.

Usually it just happens every once and a while, but during the ???? Ninja fight in Wutai. When it gives itself the barriers using the Quake3 animation, always the second time during the battle, the game crashes.

Not sure what's going on or if I just need to turn off spell texture mods or something like that. Any thoughts?

Thanks!

Quake3 has had an issue with its transparency effects in that they'll load from the menu textures after more than one use, and I think it's something to do with the driver as other attacks with transparency effects also start to behave strangely when used multiple times in a fight (I think this is also related to the Hyper Jump crash on Steam).

Sounds very likely this is the underlying cause; perhaps spell texture mods on top is exacerbating the problem and leading to the crash. Usually the game is 'OK' with the Quake3 thing and the other visual bugs from attacks like Oil Shot and Atomic Ray. Try the fight without the spell texture mod on, and let me know if it still crashes; I can change the animation to something else.