Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)  (Read 8267906 times)

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10450 on: 2020-11-15 19:02:51 »
Do you know a different way to force the limit of tifa always on "Yeah" without this mod?

u can slow the slots down same as can manip the battle square and any other slots.  it will stop on the following reel.

 

kellueHaze

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10451 on: 2020-11-15 23:00:31 »
Is it possible to get wonderful chocobos from icicle inn and mideel? i've been trying to get one for 20 minutes and i cant get the correct encounter in icile inn (Chocobo + 2 bunnies)

YouffieFanFR

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10452 on: 2020-11-18 11:00:13 »
u can slow the slots down same as can manip the battle square and any other slots.  it will stop on the following reel.

Hi! I checked on web and i'm not sure how i do that.
I read to use the start button and maintain the confirm button when i unpause. Is it that?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10453 on: 2020-11-18 15:37:53 »
Actually, I do have one issue now.  When I go into the secret cave, it soft locks while talking to Barrett.  Any ideas?

If this is the dark cave near Forgotten City, then it may be due to field model mods; disable them temporarily then re-enable them once you reach a save point. They cause a problem on that first screen for some reason.

Hi! Do you have a list of compatible / recommended mod for playing NW 2.0?
I deactivate a lot of mods to stabilize the game.

I just have NW 2.0 and Fiel Textures from Qhimm Mod.
I tried to activate the Gameplay mod from Qhimm Mod deactivating almost everything in it except "Lucky Tifa" Tweaks but it seems to trigger random error crashing the game so i deactivate it and it seems fine.

Do you know a different way to force the limit of tifa always on "Yeah" without this mod?

Thank you very much, and great job by the way!

Gameplay mods are a no-go, some mods like the stand-alone ESUI controller button add-on are incompatible because they overwrite the entire flevel but there's a button compat option available for NT in the Enhanced Stock UI-rel2 IRO (not the qhimm catalog one, the stand-alone one that has Chyrsalis listed as the author).

I could maybe add it as an option to the IRO along with other things for people to tweak the mod a bit.

Hey i am really stuck with tifa's limit break, i cannot find her level 4 limit break anywhere :S i have played the correct piano tune 5+ times with both cloud and tifa as the party leader (i am on disk 3) however i didnt play the piano in the flashback so i dont know if thats why i cant get her limit break? i also dont receive a letter when the piano is played :(

Is it 1.5 or 2.0? If party leader can be swapped then it should be accessible unless something has gone awry.

Is it possible to get wonderful chocobos from icicle inn and mideel? i've been trying to get one for 20 minutes and i cant get the correct encounter in icile inn (Chocobo + 2 bunnies)

Yeah wonderfuls are still there, but the encounter rate isn't changed from vanilla (world map editing is an area the mod doesn't cover) and isn't very good. As far as I'm aware, they can appear with either 1 Jumping or 2 Jumping (the bunnies). If there are any bandersnatches in there then it's not a wonderful.

Hi! I checked on web and i'm not sure how i do that.
I read to use the start button and maintain the confirm button when i unpause. Is it that?

It's buffering using the Square/Switch button to rapidly hide/show the battle menu. This causes the slot reels to move slower, allowing you to more easily pick the desired result. Works well with tifa reels or battle square reels, but some finesse is still needed for cait's reels which has some ulterior behaviour tied to it.

YouffieFanFR

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10454 on: 2020-11-18 18:05:33 »
Hi! Thanks for your answer.

In the notes of the 2.0 Version it is said tha Matra Magic will be used in the fight with Sample Opt. I don't have it, maybe killed it before he used it, don't know... Is it a different way to learn Magic Matra?

For the Tifa's slot i tried the square/switch button trick. Yes, i saw that the slot just advance one to one with this trick but i don't succed in confirming the right text. Don't we have a way to mod the game on this only point without creating issue with New Threat?

By the way, do you want some help for NW FF8? Can we help with low skills ^^?

PS: The Qhimm Mod for User Interface seems working just fine but it looks like the same as Chrisalys's

« Last Edit: 2020-11-18 18:13:36 by YouffieFanFR »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10455 on: 2020-11-19 17:34:55 »
Hi! Thanks for your answer.

In the notes of the 2.0 Version it is said tha Matra Magic will be used in the fight with Sample Opt. I don't have it, maybe killed it before he used it, don't know... Is it a different way to learn Magic Matra?

For the Tifa's slot i tried the square/switch button trick. Yes, i saw that the slot just advance one to one with this trick but i don't succed in confirming the right text. Don't we have a way to mod the game on this only point without creating issue with New Threat?

By the way, do you want some help for NW FF8? Can we help with low skills ^^?

PS: The Qhimm Mod for User Interface seems working just fine but it looks like the same as Chrisalys's



Matra Magic can be learned from Custom Sweepers in the Midgar Area of the world map (wasteland areas).

The hex for tifa's slots could be added to the IRO's hext file; open the 7th heaven launcher, then under Tools >IRO Tools select Unpack IRO; select the NT IRO from the FF7/mods folder and unpack it. In the unpacked folder find the hext folder and add this to the notepads (anywhere is fine):

Code: [Select]
6E31E8 = B0 02 90 90 90 90 90
6E34A0 = B0 02 90 90 90 90 90
6E3778 = B1 02 90 90 90 90 90

In the 7th heaven launcher go to tools > IRO tools again and select pack IRO. Select the unpacked folder and save it as an IRO with no compression. Remove the old NT IRO from your mods list and import your new NT IRO using the Import Mod button in the top right of 7th heaven.

YouffieFanFR

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10456 on: 2020-11-19 19:04:52 »

The hex for tifa's slots could be added to the IRO's hext file; open the 7th heaven launcher, then under Tools >IRO Tools select Unpack IRO; select the NT IRO from the FF7/mods folder and unpack it. In the unpacked folder find the hext folder and add this to the notepads (anywhere is fine):

Code: [Select]
6E31E8 = B0 02 90 90 90 90 90
6E34A0 = B0 02 90 90 90 90 90
6E3778 = B1 02 90 90 90 90 90

In the 7th heaven launcher go to tools > IRO tools again and select pack IRO. Select the unpacked folder and save it as an IRO with no compression. Remove the old NT IRO from your mods list and import your new NT IRO using the Import Mod button in the top right of 7th heaven.

...you're genius...
...no more comment...

PS: People who code the 7th Heaven Launcher are genius too... really impressive work
« Last Edit: 2020-11-19 19:07:56 by YouffieFanFR »

kellueHaze

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10457 on: 2020-11-20 14:09:56 »
I am playing 2.0, and im just wondering is there a way to break damage limit? i used the 9999lb patch on my original ffvii but when i play on NT 2.0 i still do 9999 damage ;-; , is there a mod that allows us to break the limit?


kellueHaze

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10458 on: 2020-11-20 14:33:07 »
Also how do we start the dark side quest here? i cant find DIO in his museum :/, is there a walkthrough that i can read for NT 2.0 because i would love to 100% it

YouffieFanFR

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10459 on: 2020-11-21 09:20:51 »
Hi!

I have few crashs. I have 3 mods activated:
- NW 2.0
- Field Textures from Qhimm Catalog with the 4x Upscale SYW 4
- Enhanced Stock UI-rel2

I have the log of the crash but it's too long to be posted here.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10460 on: 2020-11-21 21:50:33 »
I am playing 2.0, and im just wondering is there a way to break damage limit? i used the 9999lb patch on my original ffvii but when i play on NT 2.0 i still do 9999 damage ;-; , is there a mod that allows us to break the limit?

Break damage limit is a series of exe patches that set up the new number for it so those will need to be added in a way that doesn't get overwritten.

If using the installer, the change will need to be added to the .exe after patching. I'd probably need to do this.

If using 7th Heaven, the change could be added to its hext file as per the Tifa Reels post a little further up.

Do you have a copy of this patch I can look at? Or is it on 7th heaven as a mod option? I'll be able to maybe see what can be done there.

Also how do we start the dark side quest here? i cant find DIO in his museum :/, is there a walkthrough that i can read for NT 2.0 because i would love to 100% it

2.0 doesn't have this sidequest anymore, it was retired and the scripts were converted (partially) for the Type B mode.

Hi!

I have few crashs. I have 3 mods activated:
- NW 2.0
- Field Textures from Qhimm Catalog with the 4x Upscale SYW 4
- Enhanced Stock UI-rel2

I have the log of the crash but it's too long to be posted here.


I think the field texture upscale might be responsible here as I remember there being problems with using 4k resolutions in-game where it would eventually overload the VRAM (unsure if this has been sorted out now or not). I'd recommend going for a 2x (2k) option if there is one.

Jalex

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10461 on: 2020-11-22 03:05:54 »
Hello Sega Chief! I love your mod. I've played 1.4 and 2.0 and I've had such a blast.

Recently I used a gold chocobo to get to the great glacier area right after the icicle Inn to visit the silver chocobo. In the vanilla game the south exit by the sign took you back to the town of Icicle Inn, and the weird slide thing took you to the world map area in between the great glacier and the Icicle Inn, where my chocobo is currently parked. :/ I've been back to the ranch, and couldn't ride another chocobo, or find any other way to get the one gold chocobo I had out of that area.

Do you have any advice? I'm kinda stuck, a wild caught chocobo can't access where mine is either.

YouffieFanFR

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10462 on: 2020-11-22 08:34:43 »
I think the field texture upscale might be responsible here as I remember there being problems with using 4k resolutions in-game where it would eventually overload the VRAM (unsure if this has been sorted out now or not). I'd recommend going for a 2x (2k) option if there is one.

Maybe, i'm trying playing without this mod and it seems fine for now... Don't have 2x choice so for the moment it's old field texture (kinda ugly...)

kellueHaze

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10463 on: 2020-11-22 12:31:07 »
Break damage limit is a series of exe patches that set up the new number for it so those will need to be added in a way that doesn't get overwritten.

If using the installer, the change will need to be added to the .exe after patching. I'd probably need to do this.

If using 7th Heaven, the change could be added to its hext file as per the Tifa Reels post a little further up.

Do you have a copy of this patch I can look at? Or is it on 7th heaven as a mod option? I'll be able to maybe see what can be done there.

2.0 doesn't have this sidequest anymore, it was retired and the scripts were converted (partially) for the Type B mode.

I think the field texture upscale might be responsible here as I remember there being problems with using 4k resolutions in-game where it would eventually overload the VRAM (unsure if this has been sorted out now or not). I'd recommend going for a 2x (2k) option if there is one.

I am using the 7th heaven mod option :)

Awww noooo i looked at all the side quests on youtube and the extra bosses looked so fun to fight ;-;

YouffieFanFR

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10464 on: 2020-11-22 16:02:59 »
Hi!

Just to report a little issue. When the Yuffie Wutai Quest n°1 launch you lose all your materias, some materia were still in my possession:

1 x Osmose equipped on Aeris weapon
2 x Fire + 1 x Slow on the stock

Is it normal?

By the way i'm not really using Fire, Lightning, Ice, Erath, Poison Materia. It's nice to male them more different but it seems not enough base attack to be worth the slot. (As in the original game) Do i miss something?

PS: Sometimes the game launch in French... don't know why...

PS2:
Spoiler: show
As we don't met Materia Keeper in , where Trine can be learned?
« Last Edit: 2020-11-22 19:21:14 by YouffieFanFR »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10465 on: 2020-11-23 02:03:09 »
Hello Sega Chief! I love your mod. I've played 1.4 and 2.0 and I've had such a blast.

Recently I used a gold chocobo to get to the great glacier area right after the icicle Inn to visit the silver chocobo. In the vanilla game the south exit by the sign took you back to the town of Icicle Inn, and the weird slide thing took you to the world map area in between the great glacier and the Icicle Inn, where my chocobo is currently parked. :/ I've been back to the ranch, and couldn't ride another chocobo, or find any other way to get the one gold chocobo I had out of that area.

Do you have any advice? I'm kinda stuck, a wild caught chocobo can't access where mine is either.

A save editor could perhaps move the chocobo on the world map; the Black Chocobo tool should be able to do it. That or it could set your coords to be within the area of the Gold Chocobo.

Hi!

Just to report a little issue. When the Yuffie Wutai Quest n°1 launch you lose all your materias, some materia were still in my possession:

1 x Osmose equipped on Aeris weapon
2 x Fire + 1 x Slow on the stock

Is it normal?

By the way i'm not really using Fire, Lightning, Ice, Erath, Poison Materia. It's nice to male them more different but it seems not enough base attack to be worth the slot. (As in the original game) Do i miss something?

PS: Sometimes the game launch in French... don't know why...

PS2:
Spoiler: show
As we don't met Materia Keeper in , where Trine can be learned?


Yuffie can't steal all your Materia, there's a limit to how much can be 'stored' in the savefile and she'll leave stuff based on a priority system (Summon Materia has highest priority to be stolen and so on).

The game launching in French I don't know, probably an install thing.

Trine can be picked up from Godo or Stilva in Gaea's Cliffs; Crater Dragon in North Crater has it via Manipulate if it's missed.

YouffieFanFR

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10466 on: 2020-11-23 19:24:12 »
Thanks for the answers.

Another question: when Aeris leaves the party close to the end of CD1, i didn't get back the armlet she had (Wizard something with a lot of slot...)
Is it normal?

Thanks!

markul

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10467 on: 2020-11-23 20:33:17 »
Hi Sega! 8)
Congratulations for the 2.0  ;)
One quick question. Do you remember if your 1.5 NT has the Bizarro Sephiroth battle, with 3 teams,   active?
I want to prepare a mod(old) to make it compatible with NT, making as a complement to it( NT as required mod), and the 9 slots of Bizarro are the only that i need to make it(in my translation i had that battle disabled for problems and i think that in your version maybe you disabled too)
I also was thinking in make it for 2.0 but i think that the scene.bin its full xD

Thanks ;)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10468 on: 2020-11-24 20:56:07 »
Thanks for the answers.

Another question: when Aeris leaves the party close to the end of CD1, i didn't get back the armlet she had (Wizard something with a lot of slot...)
Is it normal?

Thanks!

Yeah it's an unfortunate shortcoming of the way the game deals with armour; it can't have nothing in the Armour slot (same with weapon) so that stays while everything else (materia + accessory) is unequipped.

Hi Sega! 8)
Congratulations for the 2.0  ;)
One quick question. Do you remember if your 1.5 NT has the Bizarro Sephiroth battle, with 3 teams,   active?
I want to prepare a mod(old) to make it compatible with NT, making as a complement to it( NT as required mod), and the 9 slots of Bizarro are the only that i need to make it(in my translation i had that battle disabled for problems and i think that in your version maybe you disabled too)
I also was thinking in make it for 2.0 but i think that the scene.bin its full xD

Thanks ;)

Yeah I disabled the 3-party battle in that so those 3 iterations should be free; however, I realised recently that I had the Bizarro scenes named wrong in the scene.bin (invisible to player, was for my reference that I named the unused enemy slot next to each one). 2.0 has the correct naming order so refer to that before removing Bizarro scenes.

Hass

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10469 on: 2020-11-26 21:14:53 »
I need help with Jenova Death, I play on normal difficulty and I am Lv 35.
I use Barret(Phy) and Tifa(Mage). I barely do any damage on the boss, between 50-200 with physical attacks.
Tifa does like 700 damage with Laser. But I can't keep healing with so low damage output, do I miss some trick?

kiwihackman

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10470 on: 2020-11-28 07:18:55 »
Dude I absolutely loved the NTM 2.0 This was so well done thank you devs I just finished it yesterday on stream https://www.facebook.com/kiwihackman/videos/235652004784978 ALRiiiGHT!!! Now I'm grinding the side bosses and can I ask WTF is that Globe In Shinra Mansion Is that FFVII's Version of Ozma?


Cheers

Kiwi

markul

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10471 on: 2020-11-28 10:29:22 »

Yeah I disabled the 3-party battle in that so those 3 iterations should be free; however, I realised recently that I had the Bizarro scenes named wrong in the scene.bin (invisible to player, was for my reference that I named the unused enemy slot next to each one). 2.0 has the correct naming order so refer to that before removing Bizarro scenes.
Nice, in that case i can recycle it. But well in the case of 2.0 it seems that you use some of that slots(i think),and i dont want to change any battle from NT,so im gonna check better what slots i can use O_o
Thanks

YouffieFanFR

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10472 on: 2020-11-28 15:36:26 »
I need help with Jenova Death, I play on normal difficulty and I am Lv 35.
I use Barret(Phy) and Tifa(Mage). I barely do any damage on the boss, between 50-200 with physical attacks.
Tifa does like 700 damage with Laser. But I can't keep healing with so low damage output, do I miss some trick?

Is it NT 2.0? For me it was kinda easy, defeated it on first try.
Spam Comet + MP Turbo with your highest Magic character and support with the 2 others (don't forget to steal the items)

None of her attacks does really high damage, maintain your character full HP and refresh Barrier and BarrierM as many as you can.
I think i managed to slow her too. (and obviously mine was Haste)

@Sega Chief: Where do we find the "Slash-All" materia in Great Glecier?
« Last Edit: 2020-11-28 15:56:33 by YouffieFanFR »

DKOmni

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10473 on: 2020-11-28 16:23:51 »
Hey SagaChief

I am 99% of the way through 1.5, and literally only missing the final bosses and one enemy skill.

The problem is that while digging through the forum gives varying results in what/where the last enemy skill is.

The build is 17th July 2018, and just to help even more, i can tell you that

-Death Dealers in the Crater are not Manipable, and do not casually use Roulette
-Pollensalta has both Beta and Mustard bomb, but not Chronocure
-Lv.5 suicide is now Quarry Fuse
-Dragon Force is now Time Flare

Im not sure how helpful this information is regarding which build version it might be, but hopefully it can help with knowing which/where the last enemy skill is.
« Last Edit: 2020-11-28 16:37:57 by DKOmni »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10474 on: 2020-11-28 22:35:54 »
I need help with Jenova Death, I play on normal difficulty and I am Lv 35.
I use Barret(Phy) and Tifa(Mage). I barely do any damage on the boss, between 50-200 with physical attacks.
Tifa does like 700 damage with Laser. But I can't keep healing with so low damage output, do I miss some trick?

Spoiler: show

If it's 2.0, then you need to first whittle down her defences using low-cost spells/attacks as she'll lose some defence or magic defence whenever hit by an attack of that type. There's a few ways of going about this efficiently:

Fire is a good option as it's low MP cost and also has its own innate stacking defences reduction (1%) that'll make the process faster; Braver and Climhazzard are also good as they have this same effect and with a higher %-reduction (I think it was about 10-15% reduction per use).

Support Materia like Added Cut are also a good choice because they're counted as a separate action, meaning you can cast a spell to lower magic defence and then it'll follow up with a physical attack to reduce her physical defence (or you can attach it to a Command Materia like Deathblow to reduce her physical defence twice in a row).

Another option is to use your newly acquired Comet spell which ignores magic defence and will let you deal decent damage albeit at a higher MP cost; Comet is a good choice for early on until her defences have been reduced enough that you can swap over to conventional elemental magic and attacks. Laser and Summons also ignore magic defence so these can be used as well.

The other side of this is standing up to her attacks; I've made a list of the attacks and their effects below:
Red Light: Non-elemental, magic-attack
Nuclear Pores: ???? Element, magic-attack, reduces target's defence stats by 20%
Silence: Like the spell, inflicts Silence
Gas: ???? Element, magic-attack, inflicts Death Sentence
Iron Summon: Physical attack, Blunt/Shoot element
W-Iron Summon: Same as Iron Summon but stronger and less accurate
Death: Inflicts KO with a roughly 50% chance, is used once in the fight
[Counter] Meteorain: Shoot element, magic-attack, used at 25% HP.
[Counter] Nemain: Raises defence stats by 25%, grants Wall, used at 50% HP
[Counter]Everyone's Grudge: Deals damage equal to target's kills * 5

The Protect Vest accessory can be handy for the physical attacks as it reduces shoot-element damage. The ???? element can be protected against by using the Guard Ring acquired from the chest in the Whirlwind Maze before the boss, or by combining elemental with a non-elemental Materia (I think Command Materia are an option for it). Generally though I think Barrier and MBarrier are the go-tos for this one so I would combine that with one of your furthest-along All Materia.

Some KO protection would be handy but it isn't essential to have it on everyone; the Safety Bit provides that, or Added Effect + Destruct, and the enemy skill Deathforce (which can only cover one target at a time mind; if the caster uses it again on a different target, then the previous target of Deathforce loses its protection). If someone is inflicted with Death Sentence and doesn't have KO protection, then Dispel/Holy Mirror can sort it out, or you can use a Black Veil item (or the Deathforce skill) if you still have it to sort them out. Otherwise, keep the Life spell handy to bring someone up who gets hit by the Death cast or has their Death Sentence timer clock out or failing that have remaining characters take their turn together for phoenix down + healing.

For silence there's option like Seal + Added Effect, Fairy Ring, or the Rune Armlet, but having an Echo Drop on hand would also suffice if you want to focus on guarding against other things instead.

One hidden option is the accessory Relic Ring; what this does is essentially turn the character into a 'zombie' with the following effects: maxed defence/magic-defence, absorb poison, gravity, and ????, and block the KO, sleep, poison, confu, silence, frog/mini, petrify, dual, death sentence, and blind statuses. However as a trade-off, it makes the character take damage from restorative spells and also blocks the Regen status so you would want to heal this character using Poison/Gravity attacks instead of conventional healing spells. This accessory was sitting in a chest in the area after the Sleeping Forest, just before exiting onto the world map to reach the Forgotten City (where Water Ring originally sits).

Finally, have Sense active on Jenova Death so you can keep track of her HP; once she hits 10,000HP or below she'll use a one-time counter-attack of Meteorain so you want to be nice and healthy before hitting her past that point or failing that have all 3 characters alive to spread the damage a bit. You should also have Debarrier handy for the 20,000HP mark to get rid of her Wall from Nemain. The counter-attack at 30,000 HP, everyone's grudge, will depend on who it is casted on; if that character has unlocked their Lv.3 limits then it may hit a bit harder as they'll have more kills but on the whole it tends not to be overly dangerous unless they ground out their Limits very early on and are actively in the party as a damage-dealer.


Dude I absolutely loved the NTM 2.0 This was so well done thank you devs I just finished it yesterday on stream https://www.facebook.com/kiwihackman/videos/235652004784978 ALRiiiGHT!!! Now I'm grinding the side bosses and can I ask WTF is that Globe In Shinra Mansion Is that FFVII's Version of Ozma?


Cheers

Kiwi

Glad to hear you enjoyed it.

Spoiler: show
Yeah, it's Ozma; I tried to recreate the AI as closely as I could so it'll act whenever you do something to mimic the 'ATB fill' behaviour it has from FF9.


Nice, in that case i can recycle it. But well in the case of 2.0 it seems that you use some of that slots(i think),and i dont want to change any battle from NT,so im gonna check better what slots i can use O_o
Thanks

I think all the Bizarro iterations are used in 2.0, it depends on party level.

Is it NT 2.0? For me it was kinda easy, defeated it on first try.
Spam Comet + MP Turbo with your highest Magic character and support with the 2 others (don't forget to steal the items)

None of her attacks does really high damage, maintain your character full HP and refresh Barrier and BarrierM as many as you can.
I think i managed to slow her too. (and obviously mine was Haste)

@Sega Chief: Where do we find the "Slash-All" materia in Great Glecier?


If you go to the mountain on the far-right of the map and go to the top, there are several routes leading off the peak; you want the one that goes to the top-left (there are two paths going top-left, you want the upper one). Ignore the top-right path that seems to go over the peak.

You'll end up on a mountain route that's shaped like this: \
On one of those screens, the 2nd or 3rd, you'll see the yellow materia on the right-hand side of the path where Added Cut was.

Hey SagaChief

I am 99% of the way through 1.5, and literally only missing the final bosses and one enemy skill.

The problem is that while digging through the forum gives varying results in what/where the last enemy skill is.

The build is 17th July 2018, and just to help even more, i can tell you that

-Death Dealers in the Crater are not Manipable, and do not casually use Roulette
-Pollensalta has both Beta and Mustard bomb, but not Chronocure
-Lv.5 suicide is now Quarry Fuse
-Dragon Force is now Time Flare

Im not sure how helpful this information is regarding which build version it might be, but hopefully it can help with knowing which/where the last enemy skill is.

That's a fairly old build; I think the best way to figure it out would be to get a screenshot of which skill is missing in your list, and then a copy of that build's scene.bin (located in ff7/data/battle) so I can check it and find out where the missing skill is.