Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 5398210 times)

halfash

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9600 on: 2020-05-26 06:47:15 »
I made a few updates today so I didn't change the release date in the XML, which is why it didn't detect an update.

I seemed to be able to download it, did you try deleting the previous NT IRO?

I didn't think it was possible to go out of Sector 7 before dealing with the pillar. I'll need to check that out.

It is possible, I believe its a glitch. I was able to go out of sector 7 right after I exit the train by fiddling around this area.


OLKv3

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9601 on: 2020-05-26 09:09:00 »
It is possible, I believe its a glitch. I was able to go out of sector 7 right after I exit the train by fiddling around this area.


That's not caused by the mod, that's a glitch that's part of the normal game. Speedrunners use it all the time.

dragonmaster0283

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9602 on: 2020-05-26 12:18:48 »
I dunno if its just been me missing them but I have not seen a single Echo Drop in any shop and I'm now at the point of remedies.  I had to spend a lot of time farming steals for echo drops as silence can be a quick killer if my heal person got silenced.  Basically had to keep them equipped with silence proof the entire time as there wern't any echo drops being found or able to buy them.  Saw basically every other status healing shops, just not the echo drops.

EmperorSteele

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9603 on: 2020-05-26 12:26:36 »
I seemed to be able to download it, did you try deleting the previous NT IRO?

Yeah, but even that didn't work. I had to unsubscribe, go into the ff7 mods folder, manually delete the NT mod info in there, restart, and it still gave me that error when I tried to import. However, when I resubscribed, it seemed to have downloaded the newest version!

That said, I figured out the commands thing: It's a bug with ESUI when combined with NT, it's not able to show the enhanced icons. Apparently that's being worked on!

Oh, and since you wanted to change all the commands, you should know there's one point in early disk 2 (after the City of the Ancients but before Gaia's cliff) where it asks you to hit [ok], and this wasn't replaced by a psx button command. I just remember seeing it and figured you'd wanna know =)

EmperorSteele

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9604 on: 2020-05-26 12:30:22 »
I dunno if its just been me missing them but I have not seen a single Echo Drop in any shop and I'm now at the point of remedies.  I had to spend a lot of time farming steals for echo drops as silence can be a quick killer if my heal person got silenced.  Basically had to keep them equipped with silence proof the entire time as there wern't any echo drops being found or able to buy them.  Saw basically every other status healing shops, just not the echo drops.

You can steal them from various enemies, usually ones who cause either darkness or silence. Custom Sweepers near Kalm, Madouge's in the Mythril mines, and Cappawires in the forests near Junon all provide Echo Drops =)

dragonmaster0283

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9605 on: 2020-05-26 12:31:40 »
You can steal them from various enemies, usually ones who cause either darkness or silence. Custom Sweepers near Kalm, Madouge's in the Mythril mines, and Cappawires in the forests near Junon all provide Echo Drops =)
Oh i Know, thats what I had to do to keep an ok supply of em.  But never saw them in any shop unlike the rest of the status healing items (cornucopia, antidote, etc).

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9606 on: 2020-05-26 14:43:02 »
I'm on normal. It seems things have gone back to stable after disabling all the model mods. Currently I only have the gameplay addon, animations, and the textures (battle/field/world) enabled. FYI: Using 7H and only the mods from the 3.0 catalog to begin with.
Guess I'll keep it like this for now. I don't want to keep you from doing other stuff over some weird interaction between other mods :)

Maybe it's a vram issue then? Model mods should be compatible, but it sounds like the game is struggling with the assets. Increasing delays sounds like increasing load, so maybe the cache isn't getting cleared properly.

It is possible, I believe its a glitch. I was able to go out of sector 7 right after I exit the train by fiddling around this area.



That's not caused by the mod, that's a glitch that's part of the normal game. Speedrunners use it all the time.

The speedrun skip is for the start of the game when two guards block that route, but in this sidequest that route is open and used to get from Sector 7 to Sector 6. Problem is, the route should be temporarily blocked for the pillar then re-opened afterwards so I guess the check on it failed. Maybe it uses the exist check on red/vincent.

I dunno if its just been me missing them but I have not seen a single Echo Drop in any shop and I'm now at the point of remedies.  I had to spend a lot of time farming steals for echo drops as silence can be a quick killer if my heal person got silenced.  Basically had to keep them equipped with silence proof the entire time as there wern't any echo drops being found or able to buy them.  Saw basically every other status healing shops, just not the echo drops.

I think I changed the Under Junon shop to stock them, and upper Junon should have them as well. The cargo ship shop was changed but not sure what to as the original inventory was just potion/phoenix down. But according to the Wiki I'm seeing that Costa Del Sol, Corel, Gongaga, Cosmo, (maybe Nibel but this wiki says it doesn't stock Ethers when I was fairly sure this is the first place they become available for purchase), Rocket Town, Wutai, Temple, Bone Village, and Mideel all don't have them. The Gold Saucer hotel shop has them but that's a bit out of the way; they should be common to each store on the main story route so I'll swap some shops about to get them in available.

Yeah, but even that didn't work. I had to unsubscribe, go into the ff7 mods folder, manually delete the NT mod info in there, restart, and it still gave me that error when I tried to import. However, when I resubscribed, it seemed to have downloaded the newest version!

That said, I figured out the commands thing: It's a bug with ESUI when combined with NT, it's not able to show the enhanced icons. Apparently that's being worked on!

Oh, and since you wanted to change all the commands, you should know there's one point in early disk 2 (after the City of the Ancients but before Gaia's cliff) where it asks you to hit [ok], and this wasn't replaced by a psx button command. I just remember seeing it and figured you'd wanna know =)

The button icon changes with ESUI seem to work when I try them.

dragonmaster0283

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9607 on: 2020-05-26 15:31:39 »
I think I changed the Under Junon shop to stock them, and upper Junon should have them as well. The cargo ship shop was changed but not sure what to as the original inventory was just potion/phoenix down. But according to the Wiki I'm seeing that Costa Del Sol, Corel, Gongaga, Cosmo, (maybe Nibel but this wiki says it doesn't stock Ethers when I was fairly sure this is the first place they become available for purchase), Rocket Town, Wutai, Temple, Bone Village, and Mideel all don't have them. The Gold Saucer hotel shop has them but that's a bit out of the way; they should be common to each store on the main story route so I'll swap some shops about to get them in available.

I'll recheck all of those shops tonight to see if I just missed them but I feel sure I checked every shop along the story and never saw them.

Edit: Whelp i Must of just missed checking a couple of shops.  The under Junon shop did indeed have them and I musta just missed it.  Oh well still having fun regardless.
« Last Edit: 2020-05-27 16:39:44 by dragonmaster0283 »

Jlowe22

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9608 on: 2020-05-26 19:20:38 »
Hi, sorry if this question has been answered(probably several times), but is all the information correct on the status screens?  For example, the value given for MDef is the real value, and it does what it says it does?  I assume so, but wanted to be sure.

Just recently started this mod, and so far I’m very impressed.  Seems to be a good challenge and I like most of the changes thus far.  I hope it remains challenging to the very end.

Ozscar

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9609 on: 2020-05-26 21:56:59 »
Hi Sega Chief,

Can't thank you enough for this mod. I have been in awe since I started this.

My one complaint so far:

Would it be possible or you to un-nerf Aerith's limit breaks? I don't think their natural strength would be out of pace with this mod. I'm at the point where she has just learned planet protector. It hasn't seemed to block much of anything. The shield status is nice, however every boss seems to pierce through it. Wall and regen are a bit redundant with 3 cure-all materia equipped and a dedicated barrier placing tank. I am assuming pulse of life and great gospel took a nerf as well? Are the other two limits unchanged or should I give up training her? Her awesome limits were kind of the only reason to use her long-term.

Hope you will consider this request,
Thanks again  :)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9610 on: 2020-05-27 00:21:27 »
Hi, sorry if this question has been answered(probably several times), but is all the information correct on the status screens?  For example, the value given for MDef is the real value, and it does what it says it does?  I assume so, but wanted to be sure.

Just recently started this mod, and so far I’m very impressed.  Seems to be a good challenge and I like most of the changes thus far.  I hope it remains challenging to the very end.

I have the character AI double their defence stats when the battle begins, which is similar to what enemies get; any defence stat listed for enemies is actually doubled by the engine. That's why Guard Scorpion, who sets its Magic Defence to 300 or so in AI, is about as tough against spells as an enemy with about 150 Magic Defence.

Hi Sega Chief,

Can't thank you enough for this mod. I have been in awe since I started this.

My one complaint so far:

Would it be possible or you to un-nerf Aerith's limit breaks? I don't think their natural strength would be out of pace with this mod. I'm at the point where she has just learned planet protector. It hasn't seemed to block much of anything. The shield status is nice, however every boss seems to pierce through it. Wall and regen are a bit redundant with 3 cure-all materia equipped and a dedicated barrier placing tank. I am assuming pulse of life and great gospel took a nerf as well? Are the other two limits unchanged or should I give up training her? Her awesome limits were kind of the only reason to use her long-term.

Hope you will consider this request,
Thanks again  :)

Gospel is the same as before; Peerless + Full Cure, while Pulse of Life is a full restore + KO revive.

halfash

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9611 on: 2020-05-27 01:35:44 »
The speedrun skip is for the start of the game when two guards block that route, but in this sidequest that route is open and used to get from Sector 7 to Sector 6. Problem is, the route should be temporarily blocked for the pillar then re-opened afterwards so I guess the check on it failed. Maybe it uses the exist check on red/vincent.

I didn't realise the route was temporarily blocked before the pillar, I was able to get out of sector 7 by this route on the first visit to the dark cave.
I just loaded the save to make sure I was not mistaken, I went through that route by pressing the down arrow key then randomly hitting left\right arrow key.

cjmstate

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9612 on: 2020-05-27 02:44:08 »
Hey Sega - what's up with missing score only having 4 materia slots? I saw this was asked a few months back but never saw a response.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9613 on: 2020-05-27 15:53:39 »
I didn't realise the route was temporarily blocked before the pillar, I was able to get out of sector 7 by this route on the first visit to the dark cave.
I just loaded the save to make sure I was not mistaken, I went through that route by pressing the down arrow key then randomly hitting left\right arrow key.

I'm going to check through the entire event because it seems I've used the 'character exists' check for a lot of the scripting but as this has been changed to a PHS Lock instead it's throwing a lot of it off.

Hey Sega - what's up with missing score only having 4 materia slots? I saw this was asked a few months back but never saw a response.

It gains power from AP and is potentially the strongest of the Ultimate Weapons (save for the enemies killed formula but that takes an unfeasible amount of time to build up) so I figured reducing the slots would rein it in a bit.

Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9614 on: 2020-05-29 14:34:40 »
Having some issues obtaining Max Ray to forge Missing Score in v1.5. been farming the mob it's supposed to drop from, but there's a couple things wrong. The document in the download file says it's a Steal, but I'm getting Pile Bunker (it's a typo, I know) from it. Morphs produce Pile Bunker as well (that much is stated in the file on item locations) and the Golem drops nothing on the reward table (I've killed a LOT of golems).

Should I chalk this up to some bad RNG, or the mod possibly not being installed correctly somewhere?

« Last Edit: 2020-05-29 14:36:42 by Saberfrost »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9615 on: 2020-05-29 23:03:08 »
For the drop, you can't Steal anything otherwise it cancels the drop chance from happening. It seems that Armored Golem gets brought up a lot though, so what I'll do is set the Max Ray as the Morph as well.

Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9616 on: 2020-05-29 23:51:26 »
For the drop, you can't Steal anything otherwise it cancels the drop chance from happening. It seems that Armored Golem gets brought up a lot though, so what I'll do is set the Max Ray as the Morph as well.

Ah okay thank you, I thought that may be what was happening after a while. So I'll go at it some more until the next patch. It's only Barret and Yuffies ultimate weapons I'm missing still but no issues with Christopher, I just don't care much for Yuffie lol

carlcamper

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9617 on: 2020-05-30 02:52:56 »
I have collected all 16 Summoning Materia, and have gone back to the Cosmo Observatory and selected "get closer..." on the Red Mega-Materia, but nothing happens. Isn't this where I get the Master Summon materia? Bugenhagen is gone since I finished Red XIII's Level 4 Limit Break quest.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9618 on: 2020-05-30 11:16:47 »
I have collected all 16 Summoning Materia, and have gone back to the Cosmo Observatory and selected "get closer..." on the Red Mega-Materia, but nothing happens. Isn't this where I get the Master Summon materia? Bugenhagen is gone since I finished Red XIII's Level 4 Limit Break quest.

It should work the same way as before, regardless of whether Bugenhagen's around or not. Are they all mastered? They're intended to drop as Mastered, but some have multiple pick-up locations so if any of them aren't then I'll need to adjust that.

DKOmni

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9619 on: 2020-05-30 12:44:21 »
So someone told me that you can fight the Commandos on the Highwind (the ones in the Chocobo room) but I haven't been able to do so (the Captain is sleeping in the hay). Is this Disc 3 content or have I been trolled? Just finished Return to Rocket Town. Thanks so much!

carlcamper

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9620 on: 2020-05-30 13:18:39 »
It should work the same way as before, regardless of whether Bugenhagen's around or not. Are they all mastered? They're intended to drop as Mastered, but some have multiple pick-up locations so if any of them aren't then I'll need to adjust that.

Just checked, Titan, Ramuh, and Ifrit aren't Mastered, though next level says 0. Any way to address this?

Ozscar

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9621 on: 2020-05-30 17:11:16 »
Hi there,

When the game crashes it says an emergency save file was created... am I able to get my progress back, and if so how? Not sure how to access this emergency save file.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9622 on: 2020-05-30 18:22:03 »
So someone told me that you can fight the Commandos on the Highwind (the ones in the Chocobo room) but I haven't been able to do so (the Captain is sleeping in the hay). Is this Disc 3 content or have I been trolled? Just finished Return to Rocket Town. Thanks so much!

There used to be a Boss Fight menu handled by those NPCs but it was retired because it meant I couldn't put certain things on their drops/steals/morphs without making them farmable via that menu.

Just checked, Titan, Ramuh, and Ifrit aren't Mastered, though next level says 0. Any way to address this?

My bad, I'll need to set those as mastered in this version.

You'll need to use a save editor to either set those Materia to master, or add a Master Summon to inventory.

Hi there,

When the game crashes it says an emergency save file was created... am I able to get my progress back, and if so how? Not sure how to access this emergency save file.

I'm not entirely sure what that emergency save is either, it seems to be used with the driver but I think it's more of a crash dump for debugging or something rather than an actual save file that can be used.

Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9623 on: 2020-05-31 00:02:39 »
Having difficulty getting a Mu (and a few goes at their stronger version, Trickplay) to cast Lv4 Suicide. Might be a good idea to slightly bump up their chance of using it, if you can. Have spent several hours with Aeris just beating them with the Wizard Staff to restore their MP waiting for them to use it.

thunderbreak

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9624 on: 2020-05-31 00:51:37 »
Having difficulty getting a Mu (and a few goes at their stronger version, Trickplay) to cast Lv4 Suicide. Might be a good idea to slightly bump up their chance of using it, if you can. Have spent several hours with Aeris just beating them with the Wizard Staff to restore their MP waiting for them to use it.

That's not a issue from the mod I don't think. Just played the original PS version on my Vita and they do the exact same thing. Can't manipulate and won't cast L4 suicide. Just got to keep on trying.