Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4970997 times)

karenjr95

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9925 on: 2020-08-02 21:30:20 »
One more question, since I haven't been able find it discussed in this thread. Is it still recommended to use the new version of New Threat on a new game, rather than going from say, 1.5 to 2.0 mid playthrough?

Does the new version of the Mod have a way to 'migrate' playthroughs'?

For example, would I miss out on content that I already picked up, if it has moved since the previous version?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9926 on: 2020-08-02 21:51:58 »
You hit the nail on the head as usual. The wild wing x2 and ironite, normal battle formation. I will try mBarrier and see if that helps weather this round, thanks!

I'll migrate the encounter to a 2x wind wing.

One more question, since I haven't been able find it discussed in this thread. Is it still recommended to use the new version of New Threat on a new game, rather than going from say, 1.5 to 2.0 mid playthrough?

Does the new version of the Mod have a way to 'migrate' playthroughs'?

For example, would I miss out on content that I already picked up, if it has moved since the previous version?

2.0 and 1.5 should be started on new playthroughs; save files shouldn't be transferred across the two versions.

gnollboll

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9927 on: 2020-08-02 22:20:15 »
I noticed in Golden Saucer when you buy the mystery prices for GP, that if you buy the ???? Materia first the ???? Weapon becomes unavailable to purchase, I hard closed the game and gonna pick it up tomorrow again but I wouldn't want to lose out on whatever weapon that might be

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9928 on: 2020-08-02 22:47:21 »
I noticed in Golden Saucer when you buy the mystery prices for GP, that if you buy the ???? Materia first the ???? Weapon becomes unavailable to purchase, I hard closed the game and gonna pick it up tomorrow again but I wouldn't want to lose out on whatever weapon that might be

I think I added an extra buy option so maybe it's jumping past it, will check.

SwordofAeons

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9929 on: 2020-08-02 23:45:43 »
I was getting a crash at the start of the midgar escape motorbike sequence that I traced to Grimmy's textures in the Qhimm minigames IRO.  If you get someone else with the problem, switching the textures to "0 - No Change" fixes it.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9930 on: 2020-08-03 00:57:44 »
I was getting a crash at the start of the midgar escape motorbike sequence that I traced to Grimmy's textures in the Qhimm minigames IRO.  If you get someone else with the problem, switching the textures to "0 - No Change" fixes it.

Ah cheers; will do.

chimaerath

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9931 on: 2020-08-03 01:11:40 »
Did you change the percents for 3D Battler leading up to 2.0? Your first-post notes say it's a 50% chance to win the entire thing, so it's possible I'm hitting the 0.1% jackpot, but I feel like I've done ~10 attempts, and only faced the 5th challenger once (at which point I got one successful hit on before I lost). If it's working as intended, I just need to get over it.

Is it intended for Cait Sith's innate to allow him to have higher MP than his maximum? [His/Her/Its] innate ticks MP even when [he/she/it]'s at max MP. It's helpful and I'm fine with it staying, but I thought the base game didn't intend for characters to have higher HP/MP than maximum (plus it breaks the idea of "maximum" for me). I dug through older posts, and saw that he used to have an innate that, while Defending, MP can go above maximum, but couldn't find if/when it was switched to apply to non-Defending ticks as well.

Thank you.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9932 on: 2020-08-03 02:21:28 »
Did you change the percents for 3D Battler leading up to 2.0? Your first-post notes say it's a 50% chance to win the entire thing, so it's possible I'm hitting the 0.1% jackpot, but I feel like I've done ~10 attempts, and only faced the 5th challenger once (at which point I got one successful hit on before I lost). If it's working as intended, I just need to get over it.

Is it intended for Cait Sith's innate to allow him to have higher MP than his maximum? [His/Her/Its] innate ticks MP even when [he/she/it]'s at max MP. It's helpful and I'm fine with it staying, but I thought the base game didn't intend for characters to have higher HP/MP than maximum (plus it breaks the idea of "maximum" for me). I dug through older posts, and saw that he used to have an innate that, while Defending, MP can go above maximum, but couldn't find if/when it was switched to apply to non-Defending ticks as well.

Thank you.

Oh, it's not 50% for the whole thing, it's roughly 50% for each round (except for the 1st one, which is high 90s). Each round is a copy of the 2nd round's script which is a 33% chance to either hit, match, or miss. The underlying gameplay mechanic of it is still quite poor (it doesn't matter, for instance, if you press the same button for the entire thing) but I wanted to at least fix the script and have it be feasible to win it. I guess it's like getting Heads on a coin toss 4 times in a row, about 6.25% (just over 1 in 20).

Checking it, seems that I've got a cap in place for when it's party MP being raised but not his 'standard' self MP regen. I'll see about adding a max cap to that part as well, I've some space left in kernel AI for it.

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9933 on: 2020-08-03 02:52:55 »
Made it to Shinra Mansion and stumbled across a peculiar softlock. Hitting Ying & Yang with a summon made the game softlock (and the two parts desync in movements). I think the game was trying to pull up the "Ying/Yang is excited!" thing, but failed.

Also, gotta say the White Megaphone only having one materia slot at double growth is a pretty harsh nerf to it. I'd say 2 slots at triple growth or 3 slots at double growth is a pretty adequate way to balance out having an easy MP Refill weapon without heavily limiting Cait's options for battle, and better make up for fewer Materia slots for Materia levelling.

xenofears

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9934 on: 2020-08-03 12:42:24 »
Think the woman selling items has a main script with like 120-150 frame pauses in it; the line that activates her shop will override it, but if the wait instruction is already running then it can create an awkward pause. Guy with the fridge in the next store is the same, 120-160 frame pauses that may be running when you activate the shop.

Dressmaker in wall market doesn't seem to have any obvious delays on his scripts but there is stuff going on with how events are being handled in there through temporary vars so might be to do with that. I'll make a note of it.

I've had this issue also. The pause with the dressmaker was so long I was about to force close the game.

I have another bug to report: Trying to buy a drink from the machine at Shinra HQ (64 floor) says I don't have enough funds, but I have plenty. I don't think I am missing anything special?

Thanks for this mod!

Ayoyo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9935 on: 2020-08-03 16:35:23 »
There's so many posts so sorry if this has come up already, but I've still not gotten a single item from morphing a boss and now as I'm clearing the Wutai pagoda I pulled up the enemy items document which does state that these bosses ought to have morphs as well, but I sure didn't get nothing for painstakingly morphing Shake with an underleveled Yuffie. Am I just wasting time here? All boss morphs removed from arrange mode, or something else going on?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9936 on: 2020-08-03 16:54:38 »
There's so many posts so sorry if this has come up already, but I've still not gotten a single item from morphing a boss and now as I'm clearing the Wutai pagoda I pulled up the enemy items document which does state that these bosses ought to have morphs as well, but I sure didn't get nothing for painstakingly morphing Shake with an underleveled Yuffie. Am I just wasting time here? All boss morphs removed from arrange mode, or something else going on?

Arrange mode so I'm assuming this is for 1.5; I think the Morphs were changed/dropped over time so that the items document doesn't really match up with what's in there anymore. I'll do a bit of maintenance work on 1.5 once 2.0 is settled down a bit, including an update to the docs for it.

Edit: I think I forgot to respond to some posts:

Made it to Shinra Mansion and stumbled across a peculiar softlock. Hitting Ying & Yang with a summon made the game softlock (and the two parts desync in movements). I think the game was trying to pull up the "Ying/Yang is excited!" thing, but failed.

Also, gotta say the White Megaphone only having one materia slot at double growth is a pretty harsh nerf to it. I'd say 2 slots at triple growth or 3 slots at double growth is a pretty adequate way to balance out having an easy MP Refill weapon without heavily limiting Cait's options for battle, and better make up for fewer Materia slots for Materia levelling.

I had a look and got it this time. Will be in today's patch at 10pm UK time which also unlocks Type B.

I've had this issue also. The pause with the dressmaker was so long I was about to force close the game.

I have another bug to report: Trying to buy a drink from the machine at Shinra HQ (64 floor) says I don't have enough funds, but I have plenty. I don't think I am missing anything special?

Thanks for this mod!

Got the vending machine, still trying to replicate the dressmaker pause though. Just to make sure; it's the old guy wearing the flat cap while he's in the store right? Is he behind the counter or by the dress rack at the time?
« Last Edit: 2020-08-03 17:07:57 by Sega Chief »

Ayoyo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9937 on: 2020-08-03 17:18:38 »
Cool, although that does still leave me as clueless as ever as to whether I should give up trying to morph the bosses going forward. Do you figure it more likely or unlikely that the bosses don't have them so it'd be best to just forget about it? Since there's nowhere else to check, I'm stuck pestering you about it...

karenjr95

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9938 on: 2020-08-03 17:19:15 »
I'll migrate the encounter to a 2x wind wing.

2.0 and 1.5 should be started on new playthroughs; save files shouldn't be transferred across the two versions.

Thank you for the clarification!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9939 on: 2020-08-03 17:48:21 »
Cool, although that does still leave me as clueless as ever as to whether I should give up trying to morph the bosses going forward. Do you figure it more likely or unlikely that the bosses don't have them so it'd be best to just forget about it? Since there's nowhere else to check, I'm stuck pestering you about it...

I would abandon Morphing bosses for now.

SwordofAeons

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9940 on: 2020-08-03 18:04:31 »
Before the Yuffie fight, your party is forced to be Tifa and Aeris, but Red XIII and Barret aren't unequipped.  It was a bit tricky to get through without any of my support magic.

boozek

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9941 on: 2020-08-03 18:58:15 »
when i change the input default keys in game then what ever guide chat message shows up to press a "key" to do something it shows empty text instead the "key" name for some reasons

Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9942 on: 2020-08-03 19:01:42 »
Ah, two questions before I get around to updating my own files.

Any known crashes in the current patch I should be aware of so I won't stumble on them playing the game normally-ish? (like not going outa my way to make bugs occur or find crashes) I tend to go for long swathes between saves.

And two, are there any enemies capable of casting Magic Breath in Northern Crater at the end-game? My last save file missed it because the only things that could cast it were in the Gaia mountain caves just before you reach the Maze. At that point though it was strong enough to wipe my party so I tried to prevent it being casted. So it locked my file out of being able to 100% the game without sacrificing a mountain / gold chocobo just to get back to the cave.
« Last Edit: 2020-08-03 19:17:52 by Saberfrost »

chimaerath

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9943 on: 2020-08-03 19:09:02 »
Oh, it's not 50% for the whole thing, it's roughly 50% for each round (except for the 1st one, which is high 90s). Each round is a copy of the 2nd round's script which is a 33% chance to either hit, match, or miss. The underlying gameplay mechanic of it is still quite poor (it doesn't matter, for instance, if you press the same button for the entire thing) but I wanted to at least fix the script and have it be feasible to win it. I guess it's like getting Heads on a coin toss 4 times in a row, about 6.25% (just over 1 in 20).
Thanks for the clarification. I appreciate that it wasn't left as original with a <1% chance, and respect the balancing, even if I personally still hate the randomness. (If I wanted 50% odds, I'd flip a coin, not play a random mini-game within a game that takes ~2 minutes per attempt, and in which I have to flip four heads in a row. I know I'd be in a minority opinion, but I would have favored increasing both the cost and odds of winning, so the expected value of GP is the same).

Sorry to be nitpicky, but in your Features Overview document, could you adjust the wording from "50% chance of winning all rounds" to "50% chance of winning each round"? That's why I had gotten confused.

Thank you again for the great mod. I know these posts highlight bugs, and I just wanted to remind you that overall it's been a great and smooth game. I've only personally found one issue, and and I'm up to the Temple of the Ancients.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9944 on: 2020-08-03 19:25:47 »
Before the Yuffie fight, your party is forced to be Tifa and Aeris, but Red XIII and Barret aren't unequipped.  It was a bit tricky to get through without any of my support magic.

Will add unequips there but you can transfer Materia between characters using the Exchange option in the Materia menu.

when i change the input default keys in game then what ever guide chat message shows up to press a "key" to do something it shows empty text instead the "key" name for some reasons

The symbols used to represent keys are static characters and shouldn't be affected by your actual keybinds; what may be causing them to become invisible is a conflict with another mod. If you're using ESUI, then make sure to use the one that's by itself (should be called Enhanced Stock UI rel-2) and not the one held within the Qhimm User Interface IRO as this one is older and does not have NT compatibility).

Ah, two questions before I get around to updating my own files.

Any known crashes in the current patch I should be aware of so I won't stumble on them playing the game normally-ish? (like not going outa my way to make bugs occur or find crashes) I tend to go for long swathes between saves.

And two, are there any enemies capable of casting Magic Breath in Northern Crater at the end-game? My last save file missed it because the only things that could cast it were in the Gaia mountain caves just before you reach the Maze. At that point though it was strong enough to wipe my party so I tried to prevent it being casted. So it locked my file out of being able to 100% the game without sacrificing a mountain / gold chocobo just to get back to the cave.

I'm about to update the mod to enable Type B and with some fixes/adjustments in about 2 hours so we'll see where we are after that for current known issues.

Parasite enemies are able to cast Magic Breath in the Crater.

boozek

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9945 on: 2020-08-03 19:31:06 »

The symbols used to represent keys are static characters and shouldn't be affected by your actual keybinds; what may be causing them to become invisible is a conflict with another mod. If you're using ESUI, then make sure to use the one that's by itself (should be called Enhanced Stock UI rel-2) and not the one held within the Qhimm User Interface IRO as this one is older and does not have NT compatibility).

http://prntscr.com/tteiu8
This is what I am using which one do I need to remove?

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9946 on: 2020-08-03 19:52:06 »
A minor thing I may have found is that Lv.2-1 Limit Breaks (aside from Cait's) refuse to unlock no matter how many enemies I kill. I'm not entirely sure how many enemies Cloud and Barret have slain, but I would've thought I'd have Cloud's 2-1 Limit by now (just finished the Wutai side segment). Cait's Lv.1-3 Limit also refuses to unlock, even though I've used his 1-2 Limit at least 6 times by now. I'll keep working at unlocking them, since it's entirely possible I haven't hit the kill/limit uses mark yet. Is there an ingame way to see how many enemies each character has killed?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9947 on: 2020-08-03 20:04:26 »
http://prntscr.com/tteiu8
This is what I am using which one do I need to remove?

Replace the User Interface - Qhimm Catalog with the ESUI Enhanced Stock rel-2 IRO; the option for ESUI in the User Interface Qhimm Catalog is out of date and has no NT support.

A minor thing I may have found is that Lv.2-1 Limit Breaks (aside from Cait's) refuse to unlock no matter how many enemies I kill. I'm not entirely sure how many enemies Cloud and Barret have slain, but I would've thought I'd have Cloud's 2-1 Limit by now (just finished the Wutai side segment). Cait's Lv.1-3 Limit also refuses to unlock, even though I've used his 1-2 Limit at least 6 times by now. I'll keep working at unlocking them, since it's entirely possible I haven't hit the kill/limit uses mark yet. Is there an ingame way to see how many enemies each character has killed?

One way to check is with the black chocobo save editor which records character kills. Current kills needed for 2-1:
Cloud 180
Barret 120
Tifa 120
Aeris 100
Red XIII 100
Yuffie 100
Cait 6
Vincent 6
Cid 50

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9948 on: 2020-08-03 20:09:23 »
One way to check is with the black chocobo save editor which records character kills. Current kills needed for 2-1:
Cloud 180
Barret 120
Tifa 120
Aeris 100
Red XIII 100
Yuffie 100
Cait 6
Vincent 6
Cid 50
Goodness, that's a lot of kills for 2-1 Limits (aside from Cait's, Vincent's, and Cid's) lol
I had checked the Respectable Inn in Junon for the Limit Unlock requirements, and it said 90 kills were needed for Cloud's 2-1 and 180 for 3-1. If those are wrong, you might want to update their dialogue to reflect that.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« Reply #9949 on: 2020-08-03 20:14:58 »
Goodness, that's a lot of kills for 2-1 Limits (aside from Cait's, Vincent's, and Cid's) lol
I had checked the Respectable Inn in Junon for the Limit Unlock requirements, and it said 90 kills were needed for Cloud's 2-1 and 180 for 3-1. If those are wrong, you might want to update their dialogue to reflect that.

Will do.