Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)  (Read 5915490 times)

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11100 on: 2021-12-23 09:46:50 »
Is there a major difference from 1.5 to 2.0?

I finished 1.5 and did everything I could.

Only thing I really didn't dwell on was the Chocobo Races.

Anyone played both?

theres major rebalancing features between the two versions, 1.5 actually has a little more content as some was removed to streamline it somewhat.
Its well worth playing both 1.5 and 2 personally I'd treat them as 2 seperate mods with some simularities.


chopsueii2

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11101 on: 2021-12-24 20:18:20 »
Hi. I'm trying to install this mod with the reunion. I followed this steps:
Place the unzipped folder into: FINAL FANTASY VII\The_Reunion\CUSTOM. In the Options.cfg file of The_Reunion folder, under [CUSTOM] set this line: Mod_ID = New_Threat_2.0
I'm missing the next step as I can't find the New_Translation line:  set the New_Translation option to 'n'

Any ideas?

JonJon412

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11102 on: 2021-12-25 00:46:16 »
I believe there are patch notes

theres major rebalancing features between the two versions, 1.5 actually has a little more content as some was removed to streamline it somewhat.
Its well worth playing both 1.5 and 2 personally I'd treat them as 2 seperate mods with some simularities.

Thanks for the replies.

I'm giving 2.0 a chance and I'm pass the Wall Market...I'm seeing big differences by now!

Drayenn

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11103 on: 2021-12-25 04:50:02 »
Yeah blew my mind when I didn't have to do any of the crossdressing stuff. Kinda sad tho, I enjoy the silliness, but was just too damn good at battling I guess. Now I just gotta score 0 on the TV ratings apparently, but that's harder than it sounds

Bonez

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11104 on: 2021-12-25 10:40:49 »
Is cosmo memory that one which adds footsteps or something? I think if it alters the flevel then it isn't compatible with other mods that alter the flevel like this one.

Cosmo Memory is completely compatible with NT 1.5, NT 1.5VC, NT 2.0 and even True Necrosis.

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11105 on: 2021-12-25 13:58:54 »
Yeah blew my mind when I didn't have to do any of the crossdressing stuff. Kinda sad tho, I enjoy the silliness, but was just too damn good at battling I guess. Now I just gotta score 0 on the TV ratings apparently, but that's harder than it sounds



Spoiler: show

route depends on Type.  type b skips crossdressing. TypeA Still do it
the thing after the tv thing, square circle triangle left right thingmajig :)
« Last Edit: 2021-12-25 14:00:50 by wdx »

Drayenn

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11106 on: 2021-12-26 00:10:08 »
is it also true that Ruby weapon's AP for beating him, has been reduced to 3500-4500 ??

i noticed that only Emerald weapon gives you 50k AP now.

So not the TV ratings, the Rufus ratings? That makes more sense I guess, since you have way more control over them.

Also yes, I guessed that type A, the version that stuck closer to the main game, in fact, stuck closer to the main game

Ghaleon

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11107 on: 2021-12-26 14:26:04 »
Hey guys. Started playing this mod, really awesome work !

I now have to to Bone Village. I'm quite a completionist, and something occurred to me though : it seems I've missed Twin Viper weapon for Yuffie ; apparently it's in Shinra Mansion, so I went back there but can't seem to find it anywhere. Does it have anything to do with the piano ? (I don't really know what its purpose is)

I'm playing the A version, by the way. Thanks for helping.

nuada

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11108 on: 2021-12-31 08:48:23 »
hi.

is there a way to play NT2.0 in german?

I have also tried to start a translation on my own, but I can't find a way, I have extracted the iro

In New Threat - Sega Chief/flevel.lgp with wich software can i edit the text from  ancnt1.chunk.1, anfrst_2.chunk.1 ect? makoureactor don't work.

and i search also the org. German 98 ff7.exe/(OR German - 0_ff7.exe.txt) i had all collected since bootleg, but my old drive is broken :-(
i have only the steam version but i cant dump the text with touphScript
« Last Edit: 2021-12-31 09:00:33 by nuada »

GoldRidley

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11109 on: 2022-01-01 23:44:56 »
Please remove Morph completely. 

It adds nothing but an additional layer of tedium and grind that the game absolutely does not need, and as a mechanic it's redundant experience with steal around.  Plus, desirable morphables on bosses?  This forces the player to shift their focus from beating the boss to contriving a scenario where they waste x turns whittling down the last few slivers of HP.  It obligates the player to constantly alt tab to the morphable guide instead of enjoying the game.  It punishes the use of the counter materia, damage over time effects, and anything that takes the late stages of fights out of the "pokemon capture" window.  It generally disrupts the flow of combat and story.  It made the original game worse, and it worsens your mod, which is otherwise a blast!

Drayenn

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11110 on: 2022-01-03 03:56:11 »
Please remove Morph completely. 

It adds nothing but an additional layer of tedium and grind that the game absolutely does not need, and as a mechanic it's redundant experience with steal around.  Plus, desirable morphables on bosses?  This forces the player to shift their focus from beating the boss to contriving a scenario where they waste x turns whittling down the last few slivers of HP.  It obligates the player to constantly alt tab to the morphable guide instead of enjoying the game.  It punishes the use of the counter materia, damage over time effects, and anything that takes the late stages of fights out of the "pokemon capture" window.  It generally disrupts the flow of combat and story.  It made the original game worse, and it worsens your mod, which is otherwise a blast!

I think you'll find this solution is actually closer to "make morph less essential" rather than "remove morph entirely" because this "pokemon capture window" as you call it, is a reasonable challenge to have for people who want it, the problem is that the rewards are way too high and force people who don't even enjoy it to have to partake.

On that level tho, what are you really missing if you just choose not to morph? That's on you.

Cere

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11111 on: 2022-01-03 19:54:06 »
Never tried to morph one boss, and honestly i don't want to try that, i don't like the idea at all, i hope that there are no items obtainable only morphing the bosses.

I very like the time i spent trying to morph the normal enemy when i progress with the main story (i don't follow any guide/table), this add another layer of "things to do".

BTW, i very like the option for the enemy don't drop gil.

dogminster

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11112 on: 2022-01-05 19:25:39 »
Question about end game content--I previously played NT prior to 2.0 (can't remember if it was 1.3 or 1.5) and remember the dark cave end game content. I'm now near the end of a NT 2.0 type A playthrough and I'm wondering if there's similar endgame content anywhere or if it's only for type B.

Thanks for the mods by the way, they've given me a reason to revisit a childhood favorite. 2.0 feels easier than I remember 1.x feeling, but I don't have hard-mode on. In the future, I think a semi-hard mode that increases enemy level/improves enemy AI but doesn't cut exp/gil received would be awesome--I like the challenge but don't like to grind.

Thanks!

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11113 on: 2022-01-06 11:25:09 »
Question about end game content--I previously played NT prior to 2.0 (can't remember if it was 1.3 or 1.5) and remember the dark cave end game content. I'm now near the end of a NT 2.0 type A playthrough and I'm wondering if there's similar endgame content anywhere or if it's only for type B.

Thanks for the mods by the way, they've given me a reason to revisit a childhood favorite. 2.0 feels easier than I remember 1.x feeling, but I don't have hard-mode on. In the future, I think a semi-hard mode that increases enemy level/improves enemy AI but doesn't cut exp/gil received would be awesome--I like the challenge but don't like to grind.

Thanks!
end game content:
Spoiler: show
 dark cave is not in any version from v2.0 upto at least 2.0991. some of the endgame additional content was removed and some 'reworked' to streamline somewhat


regards semi hard mode and grinding, there really is no need to grind (and above few posts) morph.  morphing some bosses may provide really good items early on, however it absolutely is not necessary, not even so with a lvl7/8 challenge (can disable exp at the very first savepoint).  a mid range difficulty setting you could perhaps if finding things a little easy then you have the option to disable EXP at any SavePoint within the game.  same regards if playing on hard mode and still find fairly easy you can then disable exp to further (somewhat) have more options available for 'difficulty' wise.  You also have the choice of to either use mr smiles (SP Upgrades) or not within both typeA and typeB storylines. using them makes the mod much easier overall. there is so much options available to persons to control the difficulty i believe the choice covers an extremely wide spectrum of players extremely well.
Spoiler: show
 ps hard mode no sp usage will bag ye a secret ending) also for v1.x  1.x's being much better)
.



i whole hearty agree its easier than v1.x. the only real grind that perhaps is necessary (not much of thou) if you play on TypeB hard Mode with exp disabled. then some particular enemies will have items that you require to heal/revive). that does not necessary mean via morphing although that would help a ton. :D

Severon

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11114 on: 2022-01-07 19:15:10 »
Hey hey

Would first like to say, thank you very much for this mod. It breathes a new lease of life into this game.

I've discovered a fatal crash when loading up one the battles.
Im in the Train Graveyard after the sewers and the game will crash when attempting to load the battle. It seems to have something to do with loading Cripshays as the other enemies in their formations seem to spawn correctly in other battles.

In order to replicate this crash:

Boot up FF7 from fresh with just NT v2.0.991 installed
Have a save file in the Train Graveyard
Run around to get the first encounter. It should be 2x Ghosts and a Deenglow.
Escape / Win / Quit to Main Menu
Reload save (or just continue running around) to get the next encounter.
This encounter will crash.

I can't seem to progress because everytime I try reload the save and move towards the next screen I will ineventibly get the crash encounter.
I hope this info helps.
Enter the first fight

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11115 on: 2022-01-09 11:55:45 »
Hey hey

Would first like to say, thank you very much for this mod. It breathes a new lease of life into this game.

I've discovered a fatal crash when loading up one the battles.
Im in the Train Graveyard after the sewers and the game will crash when attempting to load the battle. It seems to have something to do with loading Cripshays as the other enemies in their formations seem to spawn correctly in other battles.

In order to replicate this crash:

Boot up FF7 from fresh with just NT v2.0.991 installed
Have a save file in the Train Graveyard
Run around to get the first encounter. It should be 2x Ghosts and a Deenglow.
Escape / Win / Quit to Main Menu
Reload save (or just continue running around) to get the next encounter.
This encounter will crash.

I can't seem to progress because everytime I try reload the save and move towards the next screen I will ineventibly get the crash encounter.
I hope this info helps.
Enter the first fight

might be helpful to upload your save. are you using 7th heaven to load nt? a workaround which is not the greatest perhaps is to ensure that
Spoiler: show
 areiths enemyaway materia is equipped
until you get past that area.

JonJon412

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11116 on: 2022-01-09 23:59:41 »
Please, if someone knows, let me know what this item does/what's it used for:

Spoiler: show
Synthesis Cell, apparently you get it once you Morph Jenova-Death but I missed it and I don't want to do that battle again :(

But if it is important I'll redo it...thanks in advanced.


Zantetzulken

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11117 on: 2022-01-12 17:47:55 »
Is cosmo memory that one which adds footsteps or something? I think if it alters the flevel then it isn't compatible with other mods that alter the flevel like this one.

I can probably do that, I think it used to work that way but maybe I've set the battle flags so that fanfare plays by accident. Will rectify.

Just to answer some of your questions from before, I'll add something to that superboss (I also need to check it over, there's something wrong with it). Core Materia I think is a Magic Materia with tier3 elemental magic and Cure on it but I've been thinking that its placement renders it a lot less useful by that point so will probably move it.

Hey sega chief have a thing i wondering got my game working at all  NT 2.0  type b  played 1.5 before got to kalm flashback but yuffi event dident happen have you altered it out or do just find her on the map as beforeNT 1.5 now just anan chekc if this awasent a bug or something or a somethign wrong in the script

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11118 on: 2022-01-13 06:28:57 »
NT 2.0  type b  played 1.5 before got to kalm flashback but yuffi event dident happen

yuffie event still occurs there. are you running any other mods field mods maybe could interfere depending on load priority.

Zantetzulken

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11119 on: 2022-01-13 06:55:01 »
yuffie event still occurs there. are you running any other mods field mods maybe could interfere depending on load priority.

not really saw yuffi at chocobo farm aswell toguth that was normal so keep going guess iam fucked and have to play from scrach then  could interact with her but tol somethign about chocobo my load oder will up loead it now

https://imgur.com/a/QIH1HeH

EDIT had  save file now running same squense and it worked same loadorder  strange tho becasue it dident work at first XD and now it did
« Last Edit: 2022-01-13 08:05:40 by Zantetzulken »

javisanchez1234567

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11120 on: 2022-01-13 21:48:01 »
Hello Sega.
I have played the Spanish version of your mod for the second time and I liked it again. I prefer to play NT before the original, but there are some things that I don't understand how you could do. For example, I've messed around with the mod programs a bit and I see that even though I put the ignore barrier option, the heals still don't ignore barrier. How did you get it?

Dark_Ansem

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11121 on: 2022-01-16 20:17:41 »
So, am I a bad person if I say that this mod runs better than FF7 Remake?

Drayenn

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11122 on: 2022-01-17 14:47:52 »
So, am I a bad person if I say that this mod runs better than FF7 Remake?

Did you fuck a dog during the statement?

If not, you probably just said something extremely normal.

To be a bad person, you'll have to try a lot harder

MrMadakey

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11123 on: 2022-01-26 10:07:42 »
Hey me again..

So it doesn't matter who replies to this just wondering if I've missed a few items along the way.

So I'm in disc 3 on version 2.0 type b and starting to clean things up bosses wise. However I've obviously been watching some videos from others and noticed a few things such as Gospel Sparks (An item that gives peerless) and Hydro Splinter Materia. Now when checking the documentation provided with the New Threat Download it doesn't actually say where to get Gospel Sparks from and it also says that Hydro could be found in Junon Docks.. Now there wasn't any materia in Junon docks to my recollection and considering I'm at the point I am now I'm a little confused where it is.. Have I missed it ?

Also the thing I'm mainly curious about is where I would find a Gospel Sparks..

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« Reply #11124 on: 2022-01-26 15:14:46 »
Right, I'm back. Thanks to wdx and others for answering questions while I was gone. Sorry for any questions that went unanswered.

Please, if someone knows, let me know what this item does/what's it used for:

Spoiler: show
Synthesis Cell, apparently you get it once you Morph Jenova-Death but I missed it and I don't want to do that battle again :(

But if it is important I'll redo it...thanks in advanced.



*I misread it initially

This item raises the target's Strength, Magic, Defence, and Magic Defence by +100% (like maxing out stats using a Hero Drink). However it also inflicts gradual-petrify, sap, Death Sentence, and Resist so some care is needed when using it. If you can protect yourself from these status ailments then it's a very potent item.

Hello Sega.
I have played the Spanish version of your mod for the second time and I liked it again. I prefer to play NT before the original, but there are some things that I don't understand how you could do. For example, I've messed around with the mod programs a bit and I see that even though I put the ignore barrier option, the heals still don't ignore barrier. How did you get it?

This is done through an .exe edit I believe:
#Restorative Magic ignores MBarrier
5DEBB4 = 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90

What this does is it NOPs the check for MBarrier from the magic formula generally used for healing magic. The spanish .EXE differs slightly in offsets from the english one however, so the difference in offset will need to be accounted for. I'm unsure what it is.

Hydro Materia is found in the Junon Docks on Disc 2/3, on the screen where you performed the send-off for Rufus; the cargo ship will now be gone and the Materia should be sitting on the empty port somewhere.

Gospel Sparks I think are finite in supply (they grant invincibility being the reason for that); one is listed as being in the North Crater's Left-Up path.

***

I'll be putting up an update today (2.0992) to fix reported issues; current list is:

Spoiler: show

2.0992
-) Removed rename function during a scene that caused Cait's name to also change
-) Typo on train conductor's dialogue
-) Removed rename functions from Silver Chocobo due to unintended side-effects
-) Reactor 5 Type B: Save Point allowed access to SP Upgrade screen prematurely
-) Champion Belt: Vit+20 raised to Vit+45
-) Barret's Limit Break 'Mindblow' now deals Magic damage as intended instead of MP damage
-) X-Potion adjusted: In-battle, can be used on a single target for a focused heal or spread across party
-) Updated text for Cid's special items in his innate descriptions in Beginner's Hall & Respectable Inn
-) Type B: Scene fixed when exiting the elevator if Jessie not helped on the way out
-) Type B: Tifa line change in Sector 7 prior to Reactor 5 mission departure
-) Type B: Missing camera data for Sector 7 scene re-added
-) Type B: Sewer boss cleanup handling of the water treatment machine when KO'd
-) Type B: Reactor 5 boss reduced number of enemies in 2nd wave by 1
-) Disabled PHS from Save Point near Ropeway station when about to meet Cait Sith to prevent softlock
-) Iron Bangle: Materia slot added
-) Hard Mode description updated; EXP given is 1.25x higher rather than 0.5x lower
-) Boss in Great Glacier was using a placeholder model and has been updated to the intended model
-) Gi Nattak: Rekindle set to 1 target instead of all to avoid an issue where he could heal himself with it
-) Issue where Tifa could softlock during movement at the Sector 7 train station on Type B route
-) Conditions for playing Tifa's Piano for Final Heaven extended to include other party leaders (Tifa must be in active party)
-) Rebalancing for a boss fight on Disc 3 (and script/AI stability check)
-) Harpy is now more likely to use Aqualung (chance increases as HP decreases; can only cast Aqualung once)
-) Removed walkmesh deactivation on the dog in the cupboard in Kalm which could result in the character being softlocked if in the wrong place
-) Updated documentation for some erroneous information and leftover notes
-) Enemy Away unequipped from Aeris' starting equipment; this is now placed in Sector 5 Slum (outside entrance to junkyard)
-) Great Glacier: Moved location of Slash-All Materia from Mountain \ trail to Hot Springs area
-) North Crater: Added Comet Materia (only present if it was missed in the Whirlwind Maze)
« Last Edit: 2022-01-26 15:20:40 by Sega Chief »