Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 5397275 times)

Barachiel

  • *
  • Posts: 26
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9500 on: 2020-05-17 21:39:38 »
Could start with NT and then if it doesn't pan out, swap it out for the vanilla version. The save file between them should be fine.

Really? I'd think it would break everything, but you're the mod maker. You know a lot more than I do!  Why not, I'll give it a shot. 

EmperorSteele

  • *
  • Posts: 933
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9501 on: 2020-05-18 03:06:22 »
Hey, so I managed to morph Shake, but I didn't get any Sprint Shoes. Was that removed?

Sega Chief

  • Moderator
  • *
  • Posts: 4101
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9502 on: 2020-05-18 03:26:53 »
Hey, so I managed to morph Shake, but I didn't get any Sprint Shoes. Was that removed?

I removed all the Morphs from the Pagoda fights because they're much more difficult than normal to Morph (and Chekhov I think can't be morphed). Sorry about that.

Barachiel

  • *
  • Posts: 26
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9503 on: 2020-05-18 04:02:59 »
So I ploughed through the first several hours of my first NT playthrough.  Got to Junon.  Up till that point, everything had been copacetic.  Fights took some thought.  Bosses were tougher, but not unreasonably so.  I was still feeling a bit overwhelmed, but I was managing.

Then came the boss fight to save Priscilla.  I was level 21, decently geared (as much as I could be, I'd barely seen any weapon or armor upgrades; nearly all the armor was offering stat boosts in exchange for non-existent protection, basically turning them into another set of accessories, just with materia sockets).  I'd kitted out character with materia befitting their party roles. 

So first go, it's with Cloud, Tifa, and Aerith.  I give up after 15 minutes of barely holding on while it hits me for 3-500 HP per hit, which nearly one-shots the ladies.  Barret had my Barrier materia so I had no defenses.  Melee couldn't hit it, and the only attack spells we had were Fire, and 2 Ice, which weren't doing tons of damage. 

So, I restart, switch Tifa out for Barret and juggle some spell materia to give everyone something to use.  I try the fight again, and it quickly settles into a pattern:  Cloud hits it with Bolt, Aerith with Ice, and Barret keeps everyone Shielded and Hasted.  Aerith heals as needed, and LBs get fired off regularly.  Now the fight isn't anywhere near as tense as the Barrier materia cuts the damage down, and Cloud is also a secondary healer, so between him and Aerith, everyone stays up.

Rinse and repeat for nearly 20 minutes. 

Um, what am I doing wrong?  Or is every boss fight going to be like this now?  Many of the random encounters have hit the point where physical attacks are basically the worst thing I can use, and its all spell-casting, all the time now.  Is that normal, too?  If there' some blindingly obvious things I'm missing, I'm eager to learn what to do.  Right now, as it stands, this mod has gone from entertainingly challenging, to a tedious slog once I cleared the Mythril Mines. 

EmperorSteele

  • *
  • Posts: 933
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9504 on: 2020-05-18 04:11:10 »
I removed all the Morphs from the Pagoda fights because they're much more difficult than normal to Morph (and Chekhov I think can't be morphed). Sorry about that.
Ah, no, that's fine! And yeah, Chekov wouldn't be possible to morph since she's immune to physical damage.

Though, while we're on the subject, maybe do a difficulty pass on Godo or the other Pagoda people? He was legit the easiest of the 5 fights. The others all had a gimmick where you had to think in order to win (Checkov I beat only by constantly having reflect up, Shake I had to item-chump and then wait until I got a lucky last shot in, etc), but Godo went down with a few castings of Trine and some basic attacks (though I did have to debarrier him a couple times).

Either that, or maybe make the preceding fights a touch easier? Maybe allow Shake(s) to be debuffed in some way so the player can reduce his evasion, at least temporarily (maybe make Shakes B through G more able to be hit, and as they die, Shake himself becomes more vulnerable? Like each "afterimage" give him +25% evasion, so as they die, his evasion goes down? And he can re-summon them if they all die! Or is reducing his evasion on the fly like that not possible?). Also, give Chekov SOME kind of elemental weakness that'll show up on Sense. She's way too tanky for a mage! Perhaps instead of blanket physical immunity she has Wall, Regen and Reflect up, you know, things that can be countered and dispelled, and can even use peerless for a small number of turns when she's in trouble (assuming it can be dispelled and the duration on it can be edited on your end).

Just some ideas, not criticism. The mod is great and I hope to play 2.0 when it's released =)
« Last Edit: 2020-05-18 04:23:55 by EmperorSteele »

KaosuReido

  • *
  • Posts: 17
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9505 on: 2020-05-18 04:22:55 »
Really? I'd think it would break everything, but you're the mod maker. You know a lot more than I do!  Why not, I'll give it a shot.

Sega Chief can correct me if I'm wrong, but the way I understand it is that the game still thinks it's saving a vanilla save file, because it technically is. The new and changed items and spells and Materia and stuff in NT still map to usable values in vanilla, even if those values are technically impossible to have. The exclusive data like Ranks and SP amounts and stuff NT uses is still saved somewhere in the save file, in a spot that's either unused in vanilla saves, or used elsewhere for another purpose that NT ignores.

Basically, they're the same structure and the same file, but Vanilla reads the data one way, and NT another. Making the appropriate changes in something like Black Chocobo will still spit out a valid file.

yeriano

  • *
  • Posts: 2
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9506 on: 2020-05-18 08:34:39 »
is there anyone else that have the problem use big guard,barrier,mbarrier? because working, there is no animation of it when enemy attack(don't decrease enemy attack or magic either)

Asherdoom

  • *
  • Posts: 84
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9507 on: 2020-05-18 11:56:47 »
question fellas is like 6 months idid not play this mod... anyone managed to find steal materia? I am in midgar after sector7 blow up and i recall in orignial game you find steal in teh sewers after don corneo's mansion,.

Maziac

  • *
  • Posts: 31
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9508 on: 2020-05-18 14:52:14 »
Um, what am I doing wrong?  Or is every boss fight going to be like this now?  Many of the random encounters have hit the point where physical attacks are basically the worst thing I can use, and its all spell-casting, all the time now.  Is that normal, too?  If there' some blindingly obvious things I'm missing, I'm eager to learn what to do.  Right now, as it stands, this mod has gone from entertainingly challenging, to a tedious slog once I cleared the Mythril Mines.

Nothing probably, the bosses HP starts ramping up at that point, and there's not many ways of dealing high damage yet. Rank 2 spells take a while to unlock, and physical damage isn't great before you get good accessories, equipment and rank-ups. On Arrange type it's even more noticable. Best thing to do is utilizing the bosses weakness with a high Magic stat character. Oh, and put everyone on backrow for that fight. Could use Tranquilizers too.

Spoiler: show
Bottomswell is weak to Lightning and Wind, I like to have to 2 Lightning Materias for this and all the robots in Midgar. Wind has no basic Materia sadly, but Choco/Mog is great. And there's a Wind type Enemy skill Chocobuckle, which is basically Aero1, you can learn it from the Chocobos outside the ranch. First learn the Quarry Fuse move from the squirrels there, then use Mimmett Greens? on a Chocobo and while he is eating, use Quarry Fuse and it will counter with Chocobuckle.

If you are playing on Normal, Poison is great for that boss. If on Arrange, use the Bird Wing item you should have.
« Last Edit: 2020-05-18 16:13:57 by Maziac »

cjmstate

  • *
  • Posts: 47
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9509 on: 2020-05-18 15:51:36 »
So I ploughed through the first several hours of my first NT playthrough.  Got to Junon.  Up till that point, everything had been copacetic.  Fights took some thought.  Bosses were tougher, but not unreasonably so.  I was still feeling a bit overwhelmed, but I was managing.

Then came the boss fight to save Priscilla.  I was level 21, decently geared (as much as I could be, I'd barely seen any weapon or armor upgrades; nearly all the armor was offering stat boosts in exchange for non-existent protection, basically turning them into another set of accessories, just with materia sockets).  I'd kitted out character with materia befitting their party roles. 

So first go, it's with Cloud, Tifa, and Aerith.  I give up after 15 minutes of barely holding on while it hits me for 3-500 HP per hit, which nearly one-shots the ladies.  Barret had my Barrier materia so I had no defenses.  Melee couldn't hit it, and the only attack spells we had were Fire, and 2 Ice, which weren't doing tons of damage. 

So, I restart, switch Tifa out for Barret and juggle some spell materia to give everyone something to use.  I try the fight again, and it quickly settles into a pattern:  Cloud hits it with Bolt, Aerith with Ice, and Barret keeps everyone Shielded and Hasted.  Aerith heals as needed, and LBs get fired off regularly.  Now the fight isn't anywhere near as tense as the Barrier materia cuts the damage down, and Cloud is also a secondary healer, so between him and Aerith, everyone stays up.

Rinse and repeat for nearly 20 minutes. 

Um, what am I doing wrong?  Or is every boss fight going to be like this now?  Many of the random encounters have hit the point where physical attacks are basically the worst thing I can use, and its all spell-casting, all the time now.  Is that normal, too?  If there' some blindingly obvious things I'm missing, I'm eager to learn what to do.  Right now, as it stands, this mod has gone from entertainingly challenging, to a tedious slog once I cleared the Mythril Mines. 

I have found this guy has some videos out there for most boss fights on arranged mode. Helps me when I am running into fights that I cannot figure out.

https://www.youtube.com/watch?v=R_kep_PFGGY&list=PL3B-NAl8G2fNqqQt3iSZTUOtBJ2ITDCLe&index=25

Barachiel

  • *
  • Posts: 26
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9510 on: 2020-05-18 17:22:15 »
I have found this guy has some videos out there for most boss fights on arranged mode. Helps me when I am running into fights that I cannot figure out.

https://www.youtube.com/watch?v=R_kep_PFGGY&list=PL3B-NAl8G2fNqqQt3iSZTUOtBJ2ITDCLe&index=25

Ah, I see, they used a Dirty Bomb to poision it, which basically cut the fight in half.  Playlist saved.  Thanks!

Sega Chief

  • Moderator
  • *
  • Posts: 4101
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9511 on: 2020-05-18 17:57:25 »
So I ploughed through the first several hours of my first NT playthrough.  Got to Junon.  Up till that point, everything had been copacetic.  Fights took some thought.  Bosses were tougher, but not unreasonably so.  I was still feeling a bit overwhelmed, but I was managing.

Then came the boss fight to save Priscilla.  I was level 21, decently geared (as much as I could be, I'd barely seen any weapon or armor upgrades; nearly all the armor was offering stat boosts in exchange for non-existent protection, basically turning them into another set of accessories, just with materia sockets).  I'd kitted out character with materia befitting their party roles. 

So first go, it's with Cloud, Tifa, and Aerith.  I give up after 15 minutes of barely holding on while it hits me for 3-500 HP per hit, which nearly one-shots the ladies.  Barret had my Barrier materia so I had no defenses.  Melee couldn't hit it, and the only attack spells we had were Fire, and 2 Ice, which weren't doing tons of damage. 

So, I restart, switch Tifa out for Barret and juggle some spell materia to give everyone something to use.  I try the fight again, and it quickly settles into a pattern:  Cloud hits it with Bolt, Aerith with Ice, and Barret keeps everyone Shielded and Hasted.  Aerith heals as needed, and LBs get fired off regularly.  Now the fight isn't anywhere near as tense as the Barrier materia cuts the damage down, and Cloud is also a secondary healer, so between him and Aerith, everyone stays up.

Rinse and repeat for nearly 20 minutes. 

Um, what am I doing wrong?  Or is every boss fight going to be like this now?  Many of the random encounters have hit the point where physical attacks are basically the worst thing I can use, and its all spell-casting, all the time now.  Is that normal, too?  If there' some blindingly obvious things I'm missing, I'm eager to learn what to do.  Right now, as it stands, this mod has gone from entertainingly challenging, to a tedious slog once I cleared the Mythril Mines. 

For physicals, you want to be using Elemental to 2x the damage they deal; a lot of the Materia had elements added (Holy to Restore/Revive, for instance) to take better advantage of that. Back row should be avoided if the character doesn't have a ranged weapon (and Barret has a case for front row even if using a gun as his innate changes to a strength boost).

In the Bottomswell fight, assuming it was the normal mode one, it's the ideal time to try out the first Summon Choco/Mog as the boss is weak to wind. It can either be used early to skip ahead from the initial phases (tail attacks, etc.) or later on when Waterpolo bubbles are getting sent out as it'll hit both the boss and the bubble.

This boss can also be poisoned; if you have a handle on things defensively, then you can cast Haste on the boss to accelerate the poison damage (whereas Slow decreases it as the ticks proc less frequently).

I think in your set-up that Aeris would have been a better shoe-in for the Bolt Materia as her Magic stat will typically be higher at this point (depends on the rank-up options that were picked, if one was available when it was unlocked). It'd be a good idea to pick up a 2nd Bolt Materia somewhere as there are a lot of mechanical bosses in this game and having it for Elemental/casting is always handy.


Ah, no, that's fine! And yeah, Chekov wouldn't be possible to morph since she's immune to physical damage.

Though, while we're on the subject, maybe do a difficulty pass on Godo or the other Pagoda people? He was legit the easiest of the 5 fights. The others all had a gimmick where you had to think in order to win (Checkov I beat only by constantly having reflect up, Shake I had to item-chump and then wait until I got a lucky last shot in, etc), but Godo went down with a few castings of Trine and some basic attacks (though I did have to debarrier him a couple times).

Either that, or maybe make the preceding fights a touch easier? Maybe allow Shake(s) to be debuffed in some way so the player can reduce his evasion, at least temporarily (maybe make Shakes B through G more able to be hit, and as they die, Shake himself becomes more vulnerable? Like each "afterimage" give him +25% evasion, so as they die, his evasion goes down? And he can re-summon them if they all die! Or is reducing his evasion on the fly like that not possible?). Also, give Chekov SOME kind of elemental weakness that'll show up on Sense. She's way too tanky for a mage! Perhaps instead of blanket physical immunity she has Wall, Regen and Reflect up, you know, things that can be countered and dispelled, and can even use peerless for a small number of turns when she's in trouble (assuming it can be dispelled and the duration on it can be edited on your end).

Just some ideas, not criticism. The mod is great and I hope to play 2.0 when it's released =)


I finished the 2.0 versions of these fight recently; I could have a go at scripting Godo to use his 3 forms in sequence with different properties to each, and beating them advances the fight or something to keep it with the theme of the rest of the Pagoda.

Sega Chief can correct me if I'm wrong, but the way I understand it is that the game still thinks it's saving a vanilla save file, because it technically is. The new and changed items and spells and Materia and stuff in NT still map to usable values in vanilla, even if those values are technically impossible to have. The exclusive data like Ranks and SP amounts and stuff NT uses is still saved somewhere in the save file, in a spot that's either unused in vanilla saves, or used elsewhere for another purpose that NT ignores.

Basically, they're the same structure and the same file, but Vanilla reads the data one way, and NT another. Making the appropriate changes in something like Black Chocobo will still spit out a valid file.

Yeah that's right; it's all variables and IDs which stay the same between versions. When I scripted NT I mostly left the vanilla variables alone so there's not much interference between the two.

is there anyone else that have the problem use big guard,barrier,mbarrier? because working, there is no animation of it when enemy attack(don't decrease enemy attack or magic either)

Not sure what the cause there is; some Accessories and Armour have an effect that prevents the application of Barrier/MBarrier (Amulet accessory, for instance, prevents all barrier-type magic. Ribbon also blocks it). Might be that.

question fellas is like 6 months idid not play this mod... anyone managed to find steal materia? I am in midgar after sector7 blow up and i recall in orignial game you find steal in teh sewers after don corneo's mansion,.

It's in the same place as it always is, the sewers:

Asherdoom

  • *
  • Posts: 84
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9512 on: 2020-05-18 18:59:32 »
For physicals, you want to be using Elemental to 2x the damage they deal; a lot of the Materia had elements added (Holy to Restore/Revive, for instance) to take better advantage of that. Back row should be avoided if the character doesn't have a ranged weapon (and Barret has a case for front row even if using a gun as his innate changes to a strength boost).

In the Bottomswell fight, assuming it was the normal mode one, it's the ideal time to try out the first Summon Choco/Mog as the boss is weak to wind. It can either be used early to skip ahead from the initial phases (tail attacks, etc.) or later on when Waterpolo bubbles are getting sent out as it'll hit both the boss and the bubble.

This boss can also be poisoned; if you have a handle on things defensively, then you can cast Haste on the boss to accelerate the poison damage (whereas Slow decreases it as the ticks proc less frequently).

I think in your set-up that Aeris would have been a better shoe-in for the Bolt Materia as her Magic stat will typically be higher at this point (depends on the rank-up options that were picked, if one was available when it was unlocked). It'd be a good idea to pick up a 2nd Bolt Materia somewhere as there are a lot of mechanical bosses in this game and having it for Elemental/casting is always handy.


I finished the 2.0 versions of these fight recently; I could have a go at scripting Godo to use his 3 forms in sequence with different properties to each, and beating them advances the fight or something to keep it with the theme of the rest of the Pagoda.

Yeah that's right; it's all variables and IDs which stay the same between versions. When I scripted NT I mostly left the vanilla variables alone so there's not much interference between the two.

Not sure what the cause there is; some Accessories and Armour have an effect that prevents the application of Barrier/MBarrier (Amulet accessory, for instance, prevents all barrier-type magic. Ribbon also blocks it). Might be that.

It's in the same place as it always is, the sewers:

then something is wrong sega
in the sewers i found no steal materia =(

Sega Chief

  • Moderator
  • *
  • Posts: 4101
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9513 on: 2020-05-18 19:11:48 »
then something is wrong sega
in the sewers i found no steal materia =(

I ran the latest IRO to check and it is there:



I checked the var handling it to ensure there's no rogue assignment earlier in the flevel that turns this byte on.

OLKv3

  • *
  • Posts: 32
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9514 on: 2020-05-18 19:44:25 »
I just beat the Diamond Match. Whew, that was a mean trick you pulled there lol. Definitely the toughest fight I had yet, and since I did it before the Level 4 limit quests, I hope the other bosses still give some challenge to me

Are the end game Disc 3 optional bosses any different on Arrange? Or should I just wait for 2.0? Looking forward to playing 2.0!

Sega Chief

  • Moderator
  • *
  • Posts: 4101
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9515 on: 2020-05-18 19:51:33 »
I just beat the Diamond Match. Whew, that was a mean trick you pulled there lol. Definitely the toughest fight I had yet, and since I did it before the Level 4 limit quests, I hope the other bosses still give some challenge to me

Are the end game Disc 3 optional bosses any different on Arrange? Or should I just wait for 2.0? Looking forward to playing 2.0!

I think the Diamond Match is one of the highest specced fights in the game, but I guess difficulty is relative. Some of the fights prove more problematic for players than others depending on how they usually approach things.  None of the optional bosses on Disc 3 change on 1.5's arrange mode, I'm afraid.

I'll have 2.0 out soon. A few weeks left, I think.

Asherdoom

  • *
  • Posts: 84
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9516 on: 2020-05-18 20:49:46 »
I ran the latest IRO to check and it is there:



I checked the var handling it to ensure there's no rogue assignment earlier in the flevel that turns this byte on.

sorry again Chief

Last run i did not see the materia in the sewers but mod seems working (i see no yellow ball and restore materia at game begin is colored blue instead of green =(

Barachiel

  • *
  • Posts: 26
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9517 on: 2020-05-18 21:31:37 »
For physicals, you want to be using Elemental to 2x the damage they deal; a lot of the Materia had elements added (Holy to Restore/Revive, for instance) to take better advantage of that. Back row should be avoided if the character doesn't have a ranged weapon (and Barret has a case for front row even if using a gun as his innate changes to a strength boost).

In the Bottomswell fight, assuming it was the normal mode one, it's the ideal time to try out the first Summon Choco/Mog as the boss is weak to wind. It can either be used early to skip ahead from the initial phases (tail attacks, etc.) or later on when Waterpolo bubbles are getting sent out as it'll hit both the boss and the bubble.

This boss can also be poisoned; if you have a handle on things defensively, then you can cast Haste on the boss to accelerate the poison damage (whereas Slow decreases it as the ticks proc less frequently).

I think in your set-up that Aeris would have been a better shoe-in for the Bolt Materia as her Magic stat will typically be higher at this point (depends on the rank-up options that were picked, if one was available when it was unlocked). It'd be a good idea to pick up a 2nd Bolt Materia somewhere as there are a lot of mechanical bosses in this game and having it for Elemental/casting is always handy.

Holy crap, so that's what that means in the materia description!  I was wondering!  What is "Added Effect" materia specifically used for?  Does it add Poison to a weapon? 

Okay, I'm making notes for the future.  This mod really needs a comprehensive guide.  I tried using the Documentation spreadsheet, but many of its location entries are blank (I found out you get Full MEtal Staff by Morphing Hell House from a youtube video). 

There's a 2.0 version coming?!  ... Maybe I should just wait for it to drop?  Or will it be something that 1.5 can be upgraded mid-run without issue? 

Sega Chief

  • Moderator
  • *
  • Posts: 4101
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9518 on: 2020-05-18 21:37:16 »
sorry again Chief

Last run i did not see the materia in the sewers but mod seems working (i see no yellow ball and restore materia at game begin is colored blue instead of green =(

The Restore Materia at the start was left its default cyan colour, I didn't swap in the Green materia model for it so that's fine. Steal can be bought from shops later on, but are you sure you didn't just run past it? Maybe one of those model mods made it difficult to see or something.

Holy crap, so that's what that means in the materia description!  I was wondering!  What is "Added Effect" materia specifically used for?  Does it add Poison to a weapon? 

Okay, I'm making notes for the future.  This mod really needs a comprehensive guide.  I tried using the Documentation spreadsheet, but many of its location entries are blank (I found out you get Full MEtal Staff by Morphing Hell House from a youtube video). 

There's a 2.0 version coming?!  ... Maybe I should just wait for it to drop?  Or will it be something that 1.5 can be upgraded mid-run without issue? 

Added Effect combines the status ailment of the Materia to either the weapon (inflicts, about 12% chance or so) or the armour (protects completely).

The documentation I used to have for the mod fell more and more out of date over time. The current one is like a placeholder of sorts.

2.0 is in the works, but it won't be compatible with save files from 1.5 as I've reworked the unused variables that NT uses in the mod to add additional drops, rescript scenes, etc. A 2.0 save file will be compatible with a vanilla game, but not with the 1.5 build unfortunately. As for timeframe for release, I'm not sure. Several weeks is my best guess.

Barachiel

  • *
  • Posts: 26
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9519 on: 2020-05-18 21:43:34 »
The Restore Materia at the start was left its default cyan colour, I didn't swap in the Green materia model for it so that's fine. Steal can be bought from shops later on, but are you sure you didn't just run past it? Maybe one of those model mods made it difficult to see or something.

Added Effect combines the status ailment of the Materia to either the weapon (inflicts, about 12% chance or so) or the armour (protects completely).

The documentation I used to have for the mod fell more and more out of date over time. The current one is like a placeholder of sorts.

2.0 is in the works, but it won't be compatible with save files from 1.5 as I've reworked the unused variables that NT uses in the mod to add additional drops, rescript scenes, etc. A 2.0 save file will be compatible with a vanilla game, but not with the 1.5 build unfortunately. As for timeframe for release, I'm not sure. Several weeks is my best guess.

Neat!  *adds that to Notes*

Oh.  Oh.  Damn.  I... kinda want to wait.  I wish my Reunion build had been more stable but it kept crashing randomly exiting or entering battles.  I guess I'll go with a Vanilla run, or maybe back to NVT for the time being, and save a full NV run for the heady days of 2.0 ahead. 

Sega Chief

  • Moderator
  • *
  • Posts: 4101
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9520 on: 2020-05-19 16:50:36 »
I updated the IRO, but not in the usual way. I've set up a new catalog that'll handle the NT IRO and a few others.

Add this to your Catalog Subscriptions list under Settings > General Settings in the 7h Launcher then click Save.

iros://Url/http$pastebin.com/raw.php?i=vXc4PpBS

Refresh the list in Browse Mods/Restart 7h after adding it and four new IROs should appear. You will likely need to deactivate/uninstall the previous NT IRO if you have it.

The new NT IRO has:
1) Fix for a softlock if scratching the white chocobo in mideel behind its neck with a party leader other than Cloud
2) Added World Map models for consistency with field models (Cloud, Tifa, Cid) and for battle models (Emerald, Ruby, Diamond, and Ultimate Weapon).
« Last Edit: 2020-05-19 16:52:21 by Sega Chief »

Shirohô

  • *
  • Posts: 3
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9521 on: 2020-05-19 18:10:58 »
Hello Sega chief and fellas,

After finishing remake on ps4, bunch of friends (+3) and me were really attracted by your NT mod applied on steam FF7 through Seventh Heaven software. We don't have the same pc but
we did choose around the same config together (all qhimm mods activated, these one only, pref SYW and kalarasha textures).

We all had these same issues so far, but im not 100% sure it's your mod. Posting that here because it could be somehow dialog related :

Glitchy Dialogues during Sephiroth/cloud flashback in Shinra mansion cellar just when you open the door. (tested it 3 times on my comp, 2 other friend reached it and has it aswell).
The dialog box are invisible when sephiroth read his book to cloud, when you press action, then the next dialog box pop/disapear in a fraction, then it's blocked again (invisible dialog box) until you press action again. Result is you can't read anything and can't do something to act on it.


Also, at that time when you save a game (with save everywhere tweak in qhimm mods), the chara picture is Cid with a weird code next to it.


Before flashback and until then no issue at all.

We had this aswell : Me and 1 other friend only, game broken (we both had to alt F4) at the other flashback scene where cloud and sephiroth look into the pods in nibel mountain reactor, dialog stopped at the end of flashback, infinite black screen making impossible to get back to the group in inn (present time), precisely.

That's the only bugs we encountered so far. (with some bug on sephiroth body + masamune during fights, but that's nothing to do with NT i think)

Congratz for the intensity of the work you did, it's wonderful. I really love it.
Since i am a mod creator since a decade (texturer mainly), i might take a shot around FF7 or FF8 soon !
 
Cheers and keep it up !

dvsblack

  • *
  • Posts: 8
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9522 on: 2020-05-19 18:31:54 »
Magic counter and renew was a pretty strong combo late game... might want to nerf that to make things a bit harder. It also can be used on a dead character instead of life2 to bring them back with full HP.

dvsblack

  • *
  • Posts: 8
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9523 on: 2020-05-19 18:39:53 »
Magic counter and renew was a pretty strong combo late game... might want to nerf that to make things a bit harder. It also can be used on a dead character instead of life2 to bring them back with full HP.
Basically put this on each of my characters. And have one character be super tanky and immune to all status effects. It essentially makes you invincible. I was thinking to combine it with magic counter and osmose but i just use aeris to keep my party full mana.

Ketsuban

  • *
  • Posts: 7
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9524 on: 2020-05-19 21:51:05 »
man now I feel dumb for never trying added effect with barrier on aeris with mega all, or just using renew with magic counter. I just used sneak attack + wall and magic counter osmose.
Will have to step up my game when 2.0 hits, gonna do an arrange mode run as soon as it's out