Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 5005513 times)

Rainku

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10625 on: 2021-02-05 03:11:12 »
Hey can I ask a dumbass question?

What's the most efficient way of defeating safer sephiroth?.. the battle took ages for me cause I did not have alot of armor piercing attacks. What's going on here? What are you meant to do? For reference I was playing gameplay type A.

Oh yeah and when I manipulate a Dark Dragon at Northern Cave, is it normal that you can only select to use Dragon Force on one party member(which is the same one who is manipulating)?

Tiiiiiiiime for type B!
« Last Edit: 2021-02-05 03:56:40 by Rainku »

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10626 on: 2021-02-05 04:10:36 »
Hey can I ask a dumbass question?

What's the most efficient way of defeating safer sephiroth?.. the battle took ages for me cause I did not have alot of armor piercing attacks. What's going on here? What are you meant to do? For reference I was playing gameplay type A.

Oh yeah and when I manipulate a Dark Dragon at Northern Cave, is it normal that you can only select to use Dragon Force on one party member(which is the same one who is manipulating)?

Tiiiiiiiime for type B!
Spoiler: show

something like w-summonr 2kotr, cmd-counter mime, cmd-counter mime and mag boosting materia :) which is more or less cheese method


regards deathforce
Spoiler: show
 u can learn it from another enemy, wutai beach adamatoise selecting any party member to learn


Rushiryu

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10627 on: 2021-02-05 10:26:23 »
Man trying to figure out what the Chocobo secrets are about is a headache.

I have a hunch about the red letters and why the U in luck is whitened out but I could be wrong. I'm thinking it's an A _ _ _ _ _ m

Anyway I have a question about it if you can answer it that hopefully doesn't reveal too much.

Is it something you can do post game after you've done everything, or are some of the places not revisitable, like whirlwind maze or corel prison for instance.

I'd love it if I don't get my time from 73 to 99 for no reason if that's possible lol.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10628 on: 2021-02-05 16:34:17 »
I tried this but the other characters remain unselectable.

I also tried going back through the crater but taking a different route and clearing the boss. I was able to go down the path (which I was blocked from during the initial descent) and get to the bottom again but the other characters remain unselectable.

Could I get a copy of your save file? I'll need to check through it to see what's happened. All characters should be unlocked once reaching the bottom of North Crater (when characters reunite) or when leaving. It'll likely be some old 1.5 flaw in the logic there that was introduced when I tried to circumvent player Materia loss by replacing 'character unavailable' with 'character lock'.

Hey can I ask a dumbass question?

What's the most efficient way of defeating safer sephiroth?.. the battle took ages for me cause I did not have alot of armor piercing attacks. What's going on here? What are you meant to do? For reference I was playing gameplay type A.

Oh yeah and when I manipulate a Dark Dragon at Northern Cave, is it normal that you can only select to use Dragon Force on one party member(which is the same one who is manipulating)?

Tiiiiiiiime for type B!

As you attack, his defences erode by 3. So if you hit him 10 times with physical attacks his defence falls by 30. So something you can do is start off with defence-ignoring attacks, Fire spells (Fire1 would be best as all 3 spell tiers have the same defences reduction), and some physicals from Added Cut or whatever mixed in there. Then once the battle has progressed for a bit and his defences have been shaved down, swap over to the more heavy-hitting spells like Contain or Ultima. Just mind that he changes his elemental weakness between Wind and Holy when he flies up/down.

If you have enough stuff gathered and levelled then a KOTR set-up would also do the trick.

Dragon Force I think I need to sort out due to the target lock. What you could try for now is:
Manipulate the Crater Dragon
Have another character cast Confuse (or similar on him); as the animation plays, quickly swap to the character controlling the Crater Dragon and select/use Dragon Force.
If it works, it should instead use Dragon Force on the party instead of himself as Confuse 'flips' single-target flags. This method was used to apply Hypers (and Fury status) to enemies in the base game.

It'll be sorted in the upcoming patch though.

Man trying to figure out what the Chocobo secrets are about is a headache.

I have a hunch about the red letters and why the U in luck is whitened out but I could be wrong. I'm thinking it's an A _ _ _ _ _ m

Anyway I have a question about it if you can answer it that hopefully doesn't reveal too much.

Is it something you can do post game after you've done everything, or are some of the places not revisitable, like whirlwind maze or corel prison for instance.

I'd love it if I don't get my time from 73 to 99 for no reason if that's possible lol.

Whirlwind Maze and Corel Prison aren't revisitable, no.

Rainku

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10629 on: 2021-02-05 20:02:09 »
As you attack, his defences erode by 3. So if you hit him 10 times with physical attacks his defence falls by 30. So something you can do is start off with defence-ignoring attacks, Fire spells (Fire1 would be best as all 3 spell tiers have the same defences reduction), and some physicals from Added Cut or whatever mixed in there. Then once the battle has progressed for a bit and his defences have been shaved down, swap over to the more heavy-hitting spells like Contain or Ultima. Just mind that he changes his elemental weakness between Wind and Holy when he flies up/down.

Aaaaah okay. That's actually pretty clever... Is it possible to add a note during battle that physical attacks weaken his armor? Like "Sephiroth's defence is eroding" after doing a physical attack or something.. well I suppose I did notice the dmg go up, but it was hard to figure what exactly caused it to go up. Like I don't think I would've guessed physical attacks would take down his armor so I rarely did them. Does the fire spell defence lowering stack? I always thought it was like a debuff that doesn't stack. That would make sense aswell then...
*Spoilers for Final Fantasy Lightning Returns*
Spoiler: show
That kind of reminds me of the Bhunivelze Final Form fight where you had to try and stagger him with your dmg slowly going up with the right abilities used, until he was staggered.
That's pretty cool.

tiny_spark

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10630 on: 2021-02-05 21:34:43 »
Could I get a copy of your save file? I'll need to check through it to see what's happened. All characters should be unlocked once reaching the bottom of North Crater (when characters reunite) or when leaving. It'll likely be some old 1.5 flaw in the logic there that was introduced when I tried to circumvent player Materia loss by replacing 'character unavailable' with 'character lock'.

Here is a link:
https://mega.nz/file/sdAXFKpa#rWgtaAu1Y9-tH4Ij-GuKqZwN5VF3gGnIZ6ONXh9fVho

I really appreciate you taking a look at it. I've loved playing it so far and really want to see the new endgame stuff you've added.

Edit: I didn't realize that save files were editable. I found an editor called Black Chocobo and was able to reenable selection of all characters so it looks like I am back to normal.
« Last Edit: 2021-02-05 22:09:21 by tiny_spark »

pedro1427

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10631 on: 2021-02-06 17:52:14 »
Couple of things - just got to Wutai.
1. i turned in the flyers and ONLY got an astral curtain. I read a previous post that said I would get more, including gospel spark. Have I done something wrong?
2. in the pagoda, Yuffie's attacks only do 1 damage, no matter what weapon I use (it's not a materia element either)

Rushiryu

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10632 on: 2021-02-06 23:08:53 »
I've thoroughly enjoyed this mod and I feel like the balancing and changes to the weapons, materia, as well as the innate abilities give you many options to your strategy. You've done great work Sega Chief. The script changes are really cool as well, like the extra content the added dialogue and the new bosses in certain areas. Stuff like the characters appearing in towns makes the game feel more 'alive' in a sense. The difficulty is also spot on, you really nailed it. It's difficult enough that it is always challenging and punishing, but not rage inducing to where it feels like a chore. Very well done.

Spoiler: show
Now I feel like I've done everything in this mod, assuming that dark cave isn't a thing as of version 2.0, but I wonder if any of you guys have figured out what to do with the inert save points in the Nothern Cave. I understand of the red color theme being prominent throughout some parts of the game, first in the Shinra Mansion with "the fifth row has been (melody)" being in red color and being seemingly gibberish at first, what with the piano being 'broken', but turning out to be a boss fight that drops the ? ? ? ?  item, which can only be used inside the Nothern Cave where the save points happen to be. Secondly with the Silver Chocobo in the Great Glacier whispering secrets of red color again. The white letters being a place, presumably, and the red letters being a hint. My first thought was that the red letters are an anagram but I'm not so sure. 'Coincidentally' there are 4 secrets and 4 red checkpoints. I believe you have to do something involving those secrets that makes the save points become active and then maybe you have to use the ? ? ? ? item. I'm afraid though that I don't know what it is you have to do. I've tried different crazy things like for instance for the secret 'Forgotten in a house: Daze for key cards' I went to a hell house and used a dazer (LOL I know...). 'Trapped in the sand' sounded like Corel prison, with the red letters being 'HEAD WALK CAST MUTE. Going down the ladder in the center down to the well you can find a weird figurine. It's just a big head with a red (again the color red) body. I don't know if it's a random thing or a reference to something else entirely just for fun or if it actually has to do with the riddles. I even tried to cast silence on the enemies down there, which always happen to be 2-faced (literally just a head enemy) and it's always 4 of them and in a pincer attack formation which I thought was odd. I'm probably majorly overthinking this.

Anyway, if anybody knows anything, I'd be glad to hear what you guys have to say. I've spent more than I'd like to admit trying different things with no results that I'm even beginning to think that it's something that hasn't been implemented yet, or maybe it's just one big troll. My last brain cells have deceased trying to figure it out, as it could be literally anything, from an action in a battle or a script in a field or something in the world map or all those things combined.

I'm also curious if Dark Matter is actually used for something or if it's just an item of the past.


Again, you've done an amazing job. The characters, along with their innate abilities and their weapons having different effects, and the builds you use makes your party feel unique and different from each other, giving an awesome varied experience, unlike in the vanilla game where basically the only true difference, especially in the end game, was just the limit breaks.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10633 on: 2021-02-07 13:31:26 »
Aaaaah okay. That's actually pretty clever... Is it possible to add a note during battle that physical attacks weaken his armor? Like "Sephiroth's defence is eroding" after doing a physical attack or something.. well I suppose I did notice the dmg go up, but it was hard to figure what exactly caused it to go up. Like I don't think I would've guessed physical attacks would take down his armor so I rarely did them. Does the fire spell defence lowering stack? I always thought it was like a debuff that doesn't stack. That would make sense aswell then...
*Spoilers for Final Fantasy Lightning Returns*
Spoiler: show
That kind of reminds me of the Bhunivelze Final Form fight where you had to try and stagger him with your dmg slowly going up with the right abilities used, until he was staggered.
That's pretty cool.

I thought about adding a prompt but decided against it in the end. If it displays once then might think it's only in response to certain things, if displays every time then it's a nuisance.

Here is a link:
https://mega.nz/file/sdAXFKpa#rWgtaAu1Y9-tH4Ij-GuKqZwN5VF3gGnIZ6ONXh9fVho

I really appreciate you taking a look at it. I've loved playing it so far and really want to see the new endgame stuff you've added.

Edit: I didn't realize that save files were editable. I found an editor called Black Chocobo and was able to reenable selection of all characters so it looks like I am back to normal.

Fair enough; I'll see if I can spot the issue and patch 1.5 for it.

Couple of things - just got to Wutai.
1. i turned in the flyers and ONLY got an astral curtain. I read a previous post that said I would get more, including gospel spark. Have I done something wrong?
2. in the pagoda, Yuffie's attacks only do 1 damage, no matter what weapon I use (it's not a materia element either)

Think it is just that now; in 1.5 it was a few things, but in 2.0 it's the curtain. Shield can be quite handy as most attacks have an element so it'll be like an invuln.

The first fight against Gorki; he has maxed defences, so you need to use attacks that get around it. I think gravity works, and there's some status ailments that will do the trick as well.

I've tried different crazy things like for instance for the secret 'Forgotten in a house: Daze for key cards' I went to a hell house and used a dazer


Rushiryu

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10634 on: 2021-02-07 16:17:06 »
Alright everyone, it's me, yours truly, 'Mr. has three posts and they are all about the chocobo secrets mystery'. I don't see any posts or videos about this subject which is sad. Trying to solve mysteries like that reminds me of being 10 y.o. at night trying to find stuff about my favorite RPGs. It's a nice feeling, trying to explore this mystery. Anyway I'll try to give some ideas because I'm struggling to figure it out alone, and maybe my ideas spark a fire in your minds as well.

First, judging by Sega Chief's response, this is actually something you can actually complete in this game. I must be pretty close with the 'Forgotten in a house: Daze for key cards' secret. There is 2 ways I see it. I'm pretty convinced it's something you have to use a dazer on. Now I'm not sure if it is meant to be a Hell House, because after dazing it, it didn't have any different steal/morph/drop items. Either the white letters refer to places, such as 'Whirling in winds' being Whirlwind Maze (or somewhere else) or if they refer to enemies, such as maybe the Formula mobs, those kinda whirl in winds, or maybe bats which move around like crazy in the air. But as for the red letters I think those are referring to items. 'HEAD WALK CAST MUTE' maybe mute refers to Mute Mask, 'DAZE FOR KEY CARDS' is maybe a Dazer, 'GIVE SPECTRAL BILE LUCK' maybe is a Lucky Pill? Although I'm still not sure why the U in LUCK is gray instead of red. Is that even intentional or an error? And 'HERO KING DROWNED IN WOE' maybe refers to a Hero drink, either the classic version or the fake Hero drink II. I have a couple of ideas but I don't have clues for everything. For instance, is there an enemy trapped in sand? Only one I can think of is Ruby Weapon. I've no idea what 'Sealed in buried rock' means. Only buried thing that comes to mind is the archeological site but I think that that's a miss. I've also been thinking, maybe you do in fact have to Dazer a Hell House, but the reason it didn't work for me is because you perhaps have to do it in order? Like first I gotta do the 'Trapped in the sand: HEAD WALK CAST MUTE' part. I've been visiting a lot of places and trying different things but no dice... I should mention that after I Dazer'd a Hell House and stealing and morphing it, I got no key cards or whatever, the silver chocobo dialogue was the exact same and the 4 red save points all remained inert.

Any idea you guys might have, even if it sounds silly to you, just say it. Something you say, even if it's wrong, might make someone else think of something.

I know Sega Chief wants us to solve this, because I know damn well that most of the fun of creating a puzzle comes from people solving it, and not the creation of it. I don't exactly want his help, as that ruins the fun for both me and him.
But I do have to ask you something, Sega Chief, you don't have to be exactly clear with it. For me to be able to stay determined, not quit, and keep trying I need to know 2 things.

1) Is this something that can be done post game,like after being the weapons and everything. Or are you able to complete it only when you first run through some areas. I wouldn't mind replaying the game if I have to, since like I said the gameplay is varied and fun,but if I've been trying to solve it on disc 3 and part of the puzzle is in areas such as 'Corel prison' , 'Temple of the Ancients' or 'Whirlwind Maze' or against a boss that I can't fight again then that's gonna suck. Can I do this on disk 3 alone, or does it rely on One-time-event scripts.

And 2) Does something happen when I complete a step? Like let's say I did indeed had to Dazer a Hell House, how do I know that that was correct? Is there any indicator? I don't want you to tell me what the indicator is, I just want to know if there is a change somewhere. Could be anything from getting an item or an individual save point lighting up, etc. I just want to know if an indicator of success exists. And if so, does each individual secret have it's own indicator revealing I did something right? Or do I have to do ALL 4 STEPS and ONLY THEN something happens. Because if I have to do every step of the secret correctly and only then something changes then I'm doomed to fail lol, since it is virtually impossible to know which of the things I've done are correct and which are not.

Any sort of answer/encouragement to continue is appreciated.

Rushiryu

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10635 on: 2021-02-09 09:39:03 »

1) Is this something that can be done post game,like after being the weapons and everything. Or are you able to complete it only when you first run through some areas. I wouldn't mind replaying the game if I have to, since like I said the gameplay is varied and fun,but if I've been trying to solve it on disc 3 and part of the puzzle is in areas such as 'Corel prison' , 'Temple of the Ancients' or 'Whirlwind Maze' or against a boss that I can't fight again then that's gonna suck. Can I do this on disk 3 alone, or does it rely on One-time-event scripts.

And 2) Does something happen when I complete a step? Like let's say I did indeed had to Dazer a Hell House, how do I know that that was correct? Is there any indicator? I don't want you to tell me what the indicator is, I just want to know if there is a change somewhere. Could be anything from getting an item or an individual save point lighting up, etc. I just want to know if an indicator of success exists. And if so, does each individual secret have it's own indicator revealing I did something right? Or do I have to do ALL 4 STEPS and ONLY THEN something happens. Because if I have to do every step of the secret correctly and only then something changes then I'm doomed to fail lol, since it is virtually impossible to know which of the things I've done are correct and which are not.

I'll answer myself, I guess. Since I know now.
1) Secrets are in areas you can't revisit on disk 3
And 2) As soon as you do, you will know.
Get your black chocobos out and teleport around friends :)

waterbomb

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10636 on: 2021-02-09 17:08:36 »
Afternoon Sega! Firstly I would like to say I am deeply enjoying this mod (2.0).  As someone who played the original in 97 and has logged thousands of hours in it, I was amazed at how this was able to rekindle that "new jrpg" feeling in me.  I can't stop playing!

As for the point of this post, I'm having a couple of issues that I hope you (or others) can clear up for me:



1) Barret's lv4 limit is supposed to be in Kalm, but I have spoken to everybody there (and in North Corel) and nothing is triggering. I already defeated the X-ATM at the Corel reactor and I have his ultimate weapon. Did I mess something up?

2) is there a way to re-spec your characters in game? If not, can one be added?
« Last Edit: 2021-02-09 23:59:02 by waterbomb »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10637 on: 2021-02-10 00:01:29 »
Afternoon Sega! Firstly I would like to say I am deeply enjoying this mod (2.0).  As someone who played the original in 97 and has logged thousands of hours in it, I was amazed at how this was able to rekindle that "new jrpg" feeling in me.  I can't stop playing!

As for the point of this post, I'm having a couple of issues that I hope you (or others) can clear up for me:

1) I defeated ultimate weapon, but he did not drop Cloud's Ultima Weapon. Is this supposed to be a 100% drop rate? Is there another iteration of him that I have to fight again to get it?

2) Barret's lv4 limit is supposed to be in Kalm, but I have spoken to everybody there (and in North Corel) and nothing is triggering. I already defeated the X-ATM at the Corel reactor and I have his ultimate weapon. Did I mess something up?

3) is there a way to re-spec your characters in game? If not, can one be added?

It's supposed to be a 100% drop when he's defeated over Cosmo Canyon. He won't drop it when defeated in Mideel or over other areas, only at the final encounter.

Barret's thing should be in front of the weapon shop counter in Kalm. It might be to do with the check for a key item that was added; do you have a key item in your inventory called Pendant or something like that?

No re-spec is in there unfortunately; there was a savemap editing feature hack made a long time ago but the functionality (I think) is tied to Reunion so it would need to be set up as specific to that version.

waterbomb

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10638 on: 2021-02-10 13:55:02 »
Was dark cave removed from this mod? I've done everything else but Dio still won't appear in the showroom to trigger it.
« Last Edit: 2021-02-11 23:40:40 by waterbomb »

catman364

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10639 on: 2021-02-11 22:34:37 »
Alright everyone, it's me, yours truly, 'Mr. has three posts and they are all about the chocobo secrets mystery'. I don't see any posts or videos about this subject which is sad. Trying to solve mysteries like that reminds me of being 10 y.o. at night trying to find stuff about my favorite RPGs. It's a nice feeling, trying to explore this mystery. Anyway I'll try to give some ideas because I'm struggling to figure it out alone, and maybe my ideas spark a fire in your minds as well.

First, judging by Sega Chief's response, this is actually something you can actually complete in this game. I must be pretty close with the 'Forgotten in a house: Daze for key cards' secret. There is 2 ways I see it. I'm pretty convinced it's something you have to use a dazer on. Now I'm not sure if it is meant to be a Hell House, because after dazing it, it didn't have any different steal/morph/drop items. Either the white letters refer to places, such as 'Whirling in winds' being Whirlwind Maze (or somewhere else) or if they refer to enemies, such as maybe the Formula mobs, those kinda whirl in winds, or maybe bats which move around like crazy in the air. But as for the red letters I think those are referring to items. 'HEAD WALK CAST MUTE' maybe mute refers to Mute Mask, 'DAZE FOR KEY CARDS' is maybe a Dazer, 'GIVE SPECTRAL BILE LUCK' maybe is a Lucky Pill? Although I'm still not sure why the U in LUCK is gray instead of red. Is that even intentional or an error? And 'HERO KING DROWNED IN WOE' maybe refers to a Hero drink, either the classic version or the fake Hero drink II. I have a couple of ideas but I don't have clues for everything. For instance, is there an enemy trapped in sand? Only one I can think of is Ruby Weapon. I've no idea what 'Sealed in buried rock' means. Only buried thing that comes to mind is the archeological site but I think that that's a miss. I've also been thinking, maybe you do in fact have to Dazer a Hell House, but the reason it didn't work for me is because you perhaps have to do it in order? Like first I gotta do the 'Trapped in the sand: HEAD WALK CAST MUTE' part. I've been visiting a lot of places and trying different things but no dice... I should mention that after I Dazer'd a Hell House and stealing and morphing it, I got no key cards or whatever, the silver chocobo dialogue was the exact same and the 4 red save points all remained inert.

Any idea you guys might have, even if it sounds silly to you, just say it. Something you say, even if it's wrong, might make someone else think of something.

I know Sega Chief wants us to solve this, because I know damn well that most of the fun of creating a puzzle comes from people solving it, and not the creation of it. I don't exactly want his help, as that ruins the fun for both me and him.
But I do have to ask you something, Sega Chief, you don't have to be exactly clear with it. For me to be able to stay determined, not quit, and keep trying I need to know 2 things.

1) Is this something that can be done post game,like after being the weapons and everything. Or are you able to complete it only when you first run through some areas. I wouldn't mind replaying the game if I have to, since like I said the gameplay is varied and fun,but if I've been trying to solve it on disc 3 and part of the puzzle is in areas such as 'Corel prison' , 'Temple of the Ancients' or 'Whirlwind Maze' or against a boss that I can't fight again then that's gonna suck. Can I do this on disk 3 alone, or does it rely on One-time-event scripts.

And 2) Does something happen when I complete a step? Like let's say I did indeed had to Dazer a Hell House, how do I know that that was correct? Is there any indicator? I don't want you to tell me what the indicator is, I just want to know if there is a change somewhere. Could be anything from getting an item or an individual save point lighting up, etc. I just want to know if an indicator of success exists. And if so, does each individual secret have it's own indicator revealing I did something right? Or do I have to do ALL 4 STEPS and ONLY THEN something happens. Because if I have to do every step of the secret correctly and only then something changes then I'm doomed to fail lol, since it is virtually impossible to know which of the things I've done are correct and which are not.

Any sort of answer/encouragement to continue is appreciated.

Hi

Created an account just to discuss this quest with you lol. I have found the same 2 clues that you have in your youtube videos (both myself lol) I think youre right about the lucky pill, my thought on the location 'sealed in a buried rock' is in the gi cave, the small nook you go into and you break it open to reveal an enemy maybe is it a spectral enemy?? I am on disc 3 and even save editor returns me here with the 'seal' already opened. Just an idea what are your thoughts?

darkalex

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10640 on: 2021-02-12 16:40:32 »
I am loving this Type B mode so much but is there a way to still use the program Wallmarket? I normally edit the buster sword throughout my playthrough because its my favorite model sword but it seems the New Threat mod overwrites it back to the mods normal stats for the buster sword. Is there any way around this?

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10641 on: 2021-02-12 20:41:41 »
I am loving this Type B mode so much but is there a way to still use the program Wallmarket? I normally edit the buster sword throughout my playthrough because its my favorite model sword but it seems the New Threat mod overwrites it back to the mods normal stats for the buster sword. Is there any way around this?

If it's the IRO you'll need to unpack it, edit the kernel, then repack it again.

darkalex

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10642 on: 2021-02-12 21:23:41 »
Appreciate the quick response, thanks alot.

Webbhead08

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10643 on: 2021-02-16 00:28:30 »
Question about Yuffie's Innate - I'm in the Gongaga area fighting the the Heavy Tank monster - drops 1300 gil normally, does the innate double gil not kick in for single monster battles ? Grinding some exp AP and gil and have yet to see anything other than 1300 drop post battle.

Thanks in advance!
-Web

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10644 on: 2021-02-16 22:38:03 »
Question about Yuffie's Innate - I'm in the Gongaga area fighting the the Heavy Tank monster - drops 1300 gil normally, does the innate double gil not kick in for single monster battles ? Grinding some exp AP and gil and have yet to see anything other than 1300 drop post battle.

Thanks in advance!
-Web

The gil thing was retired, it wasn't reliably increasing gil. The new one is Throwlette; when it charges up, use Defend and she'll use a no-cost Throw command using one of her shurikens at random (thrown weapon isn't consumed).

Rushiryu

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10645 on: 2021-02-17 16:03:32 »
Hi

Created an account just to discuss this quest with you lol. I have found the same 2 clues that you have in your youtube videos (both myself lol) I think youre right about the lucky pill, my thought on the location 'sealed in a buried rock' is in the gi cave, the small nook you go into and you break it open to reveal an enemy maybe is it a spectral enemy?? I am on disc 3 and even save editor returns me here with the 'seal' already opened. Just an idea what are your thoughts?

Took a little bit of a break from searching. ^^
That's a good idea. I realized later that returning to cave of Gi doesn't give you the same enemies on disc 3. I'll search around, since I kept every single one of my saves so I can just loop around to any place I've been without save editors.
I keep thinking that all the places are unrevisitable areas, and that the secrets are in order of appearance,but between corel prison and whirlwind maze is first Cave of Gi and second temple of the ancients. But that doesn't really line up with my first thoughts, because that would mean that Cave of Gi is the forgotten in a house(kinda hard), and Temple of the Ancients is the Sealed in buried rock, (which is possible, i talked about it in a comment lol). Also someone told me about the shinra mayor floor for the key cards thing. One of the floors is a warehouse in the building. I dazed a lots of enemies but didnt get anything. I even dazed the curator lol. Anyway if you see a different house such as a WAREhouse or any other type of house, keep that in mind, could be play on words.

As for the lucky pill,even tho im not exactly sure, jumping around my abundance of saves, i didnt have one as i entered cave of gi. I'll keep looking. It's gonna turn up eventually. but its very time consuming to just go through everything.
Sorry for late response. I'll most likely connect with u faster if u post on youtube because i get notifications on my phone there. best of luck.
« Last Edit: 2021-02-17 16:07:04 by Rushiryu »

Njord

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10646 on: 2021-02-19 19:37:49 »
Not sure this is the correct place to praise, but please move if needed :)
Warning; This will get very soppy and cliché.


Just wanted to give my sincerest thanx and appreciation to SegaChief, for creating (with aaaall the different and time-consuming things that include) and writing(?) such an awesome mod.

Imagine the feeling you get when you are able to go back to one, if not the, most cherished and happy memory of your childhood. A childhood that had some damn good memories to compete with.
And to finally experience all the amazing choices/presentations in all the new, funny and heart-wrenching stuff that is our beloved FFVII. To laugh out loud from Barret's "upfrontness" and drive. Red's dry/sarcastic/pragmatic humor. The adorable innocence of Aerith and her endless curiousity and love for everything/everyone. Tifa's longing for Cloud and his wellbeing. Cid's journey from possibly a wife/woman-beater (atleast a verbal one) into something much more different and better. Yuffie's pathological decieving, selfishness, ignorance, immaturity and seeing her grow the first seed to mature and understand. Vincent's stoic mysticism along with his heart-wrenching sorrow. The incredibly
Spoiler: show
tear-jerking moment when the torned Cat Shit turn from traitor to saviour of not just the day, but the whole world
by his actions.
To give someone the possibility to do that, and in such a new and intresting way like this... I just really cant find the words on how much it mean to us passionate people. And especially me, that longed/hoped for an official remake for 18 long and doubtful years.

I'm just a simple, struggling industrial smith, and I'm not sure I can contribute in very worthwile ways, but I really implore you SegaChief to reach out and tell me if there is anything. Anything at all, that would make your life easier, or what you would need for your projects.
Thats the least I could offer since both the official FFVIIR and your New Threat really helped me though a horrible time.
From the inner-most place in my old grey heart; Thank you <3

« Last Edit: 2021-02-26 07:10:50 by Njord »

Webbhead08

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10647 on: 2021-02-20 00:40:13 »
If I missed comet earlier, do I need to black chocobo that in? Hmm wonder how I didn't see it or where it was
« Last Edit: 2021-02-20 01:07:58 by Webbhead08 »

pedro1427

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10648 on: 2021-02-20 14:54:10 »
Hey Sega Chief
Where is the 8th 1/35 soldier at? I looked in the item placement doc for it's location but I got an elixir instead. I am on disk 2 if that makes a difference?
Thanks for the reply about the Wutai issues  :)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10649 on: 2021-02-21 04:19:11 »
Not sure this is the correct place to praise, but please move if needed :)
Soppy and cliché warning been made.


Just wanted to give my sincerest thanx and appreciation to SegaChief, for creating (with aaaall the different and time-consuming things that include) and writing(?) such an awesome mod.

Imagine the feeling you get when you are able to go back to one, if not the, most cherished and happy memory of your childhood. A childhood that had some damn good competition of what that might've been.
And to finally experienced amazing choices/presentations in all the new, funny and heart-wrenching stuff that is our beloved FFVII. To laugh out loud from Barret's "upfrontness" and drive, Red's dry/sarcastic/pragmatic humor, the adorable innocence of Aerith and her endless curiousity and love, Tifa's longing for Cloud and his wellbeing, torned CID's journey from a possible wife/woman-beater (if not verbal one) into a space-visitor and something much more different and better, Yuffie's pathological decieving and seeing her mature, Vincent's stoic mysticism along with his heart-wrenching sorrow, the _incredibly_ tear-jerking moment when Cat Shit turnes from traitor to saviour of not just the day, but the whole world by his actions.
To give someone the possibility to do that, and in a new and intresting way like this... I just really cant find the words on how much it mean to us passionate people. And especially me, that longed/hoped for the official remake for 18 long and doubtful years.

I'm just a simple, struggling and poor industrial smith, and I'm not sure I can contribute in much worthwile ways, but I really implore you SegaChief to reach out and tell me if there is anything. Anything at all that would make your life easier, or what you would need for your projects.
Thats the least I could offer since both the official FFVIIR and your New Threat really helped me though a horrible time.
From the inner-most place in my old grey heart; Thank you <3

Cheers, bud; it was fun putting the new build of the mod together. I think I went a bit too far in places but it is what it is.

You mentioned going through a horrible time; hope things are going better for you now.

If I missed comet earlier, do I need to black chocobo that in? Hmm wonder how I didn't see it or where it was

Comet was sitting in the Whirlwind Maze (think it's either closer to the Save Point or it's in Neo-Bahamut's spot). In any case, a few people have reported missing it now so I need to move it somewhere. I could maybe place it as a drop when Schizo is beaten, or perhaps in one of the chests on the route instead. I'll also add a failsafe location after whirlwind maze so that it can be grabbed that way if missed.

For the time being though, if it's been missed you'll need a save editor I'm afraid. Sorry about that.

Hey Sega Chief
Where is the 8th 1/35 soldier at? I looked in the item placement doc for it's location but I got an elixir instead. I am on disk 2 if that makes a difference?
Thanks for the reply about the Wutai issues  :)

For the submarine minigame, I think each 'level' has its own unique one-off prize. The 1.35 soldier is for what I think is the last one. What I would do is, try beating each Submarine level and you should get it along with the other stuff (Dragon Scales, M-tentacles, and a Cauldron).