Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 5397081 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« Reply #11525 on: 2023-08-19 23:14:15 »
It should be in either:

\FINAL FANTASY VII\save

or for Steam:

E:\Documents\Square Enix\FINAL FANTASY VII Steam\user_xxx

The contents of those folders should do it, then I can have a look.

As for transferring it over, anything like google drive, mediafire, mega.nz, stuff like that where it can be uploaded. Or via discord if you have that (my handle on there is 'segachief').
« Last Edit: 2023-08-19 23:39:50 by Sega Chief »

Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« Reply #11526 on: 2023-08-20 06:45:57 »
If I put the Cursed Ring on Tifa, when the timer counts down her innate is activated, as expected. However, this happens even if I cast Death Force on her: not sure if that's intended. Also, after that she can't be Death Sentenced anymore.
(Edit: I was assuming Death Force would protect against the Cursed Ring's effect, but I just found it doesn't)

Aeris can use Cid's Scimitar. It's pretty cool, but I'm not sure if that's something you did intentionally.


If that is the case, then head this way instead; the routes with a red X are supposed to be blocked off by a script:

I confirm that the path on the bottom right isn't blocked off, although I didn't explore it so I never found the bug Vineos did.
« Last Edit: 2023-08-20 15:36:45 by ShiningBananaBread »

InfernAngelis89

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« Reply #11527 on: 2023-08-20 18:05:41 »
Hi Sega,
Got another question on 1.5. Is there a 1/35 Soldier item questline here? I saw a few posts about these items being the only possible missable items in 1.5 so just wanted to be sure.

rufusluciusivan

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« Reply #11528 on: 2023-08-20 20:39:38 »
Quick question. Am I the only one who's having trouble installing v.2.0.9995? Until now, I was updating my old version in the FF7 SYW launcher with the installer. Since copy-pasting the 2.0.9995 files makes the entire launcher crash, I changed my steam game's language to English and tried updating it with the new process (dropping the contents of the new threat folder directly in my install directory), but it keeps starting the Vanilla version of the game...

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« Reply #11529 on: 2023-08-20 21:12:14 »
If I put the Cursed Ring on Tifa, when the timer counts down her innate is activated, as expected. However, this happens even if I cast Death Force on her: not sure if that's intended. Also, after that she can't be Death Sentenced anymore.
(Edit: I was assuming Death Force would protect against the Cursed Ring's effect, but I just found it doesn't)

Aeris can use Cid's Scimitar. It's pretty cool, but I'm not sure if that's something you did intentionally.

I confirm that the path on the bottom right isn't blocked off, although I didn't explore it so I never found the bug Vineos did.

There's some strange interactions between tifa's innate, death sentence, and I think Death Force but it is what it is.

Yeah, I set Aeris up to use some of Cid's later weapons so she'd have a few extra.

I'm trying to figure out the path thing atm.

Hi Sega,
Got another question on 1.5. Is there a 1/35 Soldier item questline here? I saw a few posts about these items being the only possible missable items in 1.5 so just wanted to be sure.

I don't think there is.

Quick question. Am I the only one who's having trouble installing v.2.0.9995? Until now, I was updating my old version in the FF7 SYW launcher with the installer. Since copy-pasting the 2.0.9995 files makes the entire launcher crash, I changed my steam game's language to English and tried updating it with the new process (dropping the contents of the new threat folder directly in my install directory), but it keeps starting the Vanilla version of the game...

I guess there's something different with how the installer interacts with the files vs. the direct transfer; if I had to guess, it's maybe the .EXE files. Swapping to direct file transfer I don't think sorted the issue out anyway, as I had to do a fresh import of the whirlwind maze field anyway, so I'll return the installer and just do a field import for any other screens that are busted as they appear.

biganimal92

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« Reply #11530 on: 2023-08-21 00:44:38 »
I have a question that I'm sure has been asked before in this thread, but it has so many pages to it that I don't think I'll be able to find it by manually searching, haha.

Loving the mod, been looking for something that gives a reasonable increase to the difficulty and when I learned about the Type B playthrough and the scenario changes it makes I was eager to give it a shot. I just beat the Jenova fight in Northern Crater in disc 2, and I was wondering what the music that plays in the boss fight is. I'm very familiar with FF7, or I'd like to think to seeing as how I've played it since I was a kid, but the song sounded unfamiliar, and scanning through the official OST didn't yield results. I'm probably just missing it and it's super obvious, but what's the title of the song, and can I listen to it on YouTube since it's a total banger?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« Reply #11531 on: 2023-08-21 00:47:31 »
Quick question. Am I the only one who's having trouble installing v.2.0.9995? Until now, I was updating my old version in the FF7 SYW launcher with the installer. Since copy-pasting the 2.0.9995 files makes the entire launcher crash, I changed my steam game's language to English and tried updating it with the new process (dropping the contents of the new threat folder directly in my install directory), but it keeps starting the Vanilla version of the game...

I uploaded an installer here, with the fresh import on the whirlwind maze field: https://mega.nz/file/boMjTZYS#i1Vzu07SFArJ864lKr-xU5PQxnsFL8eTQ_fSF2KNAWA

I have a question that I'm sure has been asked before in this thread, but it has so many pages to it that I don't think I'll be able to find it by manually searching, haha.

Loving the mod, been looking for something that gives a reasonable increase to the difficulty and when I learned about the Type B playthrough and the scenario changes it makes I was eager to give it a shot. I just beat the Jenova fight in Northern Crater in disc 2, and I was wondering what the music that plays in the boss fight is. I'm very familiar with FF7, or I'd like to think to seeing as how I've played it since I was a kid, but the song sounded unfamiliar, and scanning through the official OST didn't yield results. I'm probably just missing it and it's super obvious, but what's the title of the song, and can I listen to it on YouTube since it's a total banger?

I think it's the one that plays during the North Crater field screens, Judgment Day I think: https://youtu.be/kqIJqvMqLTQ

biganimal92

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« Reply #11532 on: 2023-08-21 00:50:13 »
I uploaded an installer here, with the fresh import on the whirlwind maze field: https://mega.nz/file/boMjTZYS#i1Vzu07SFArJ864lKr-xU5PQxnsFL8eTQ_fSF2KNAWA

I think it's the one that plays during the North Crater field screens, Judgment Day I think: https://youtu.be/kqIJqvMqLTQ

Ah, I didn't think to look through the field themes when trying to locate the song, now I feel silly knowing it's such a prominent theme in the base game! Thank you so much for being so quick to answer my question, I'm having a wonderful time with the mod and I look forward to see how things progress!

rufusluciusivan

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« Reply #11533 on: 2023-08-21 05:30:10 »
I uploaded an installer here, with the fresh import on the whirlwind maze field: https://mega.nz/file/boMjTZYS#i1Vzu07SFArJ864lKr-xU5PQxnsFL8eTQ_fSF2KNAWA

Wow, that was fast. I hope it didn't take too much of your time... The installer worked perfectly. Thanks a lot!

And while I'm at it, I launched a Type A save before the Mythril Mines, and can confirm the Rude and Elena encounter is once more working normally. (And when I tried the 2.0.9994 update, so was the part when Yuffie joins the team during the Weapon Raid).
« Last Edit: 2023-08-21 06:19:12 by rufusluciusivan »

Final_Figue

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« Reply #11534 on: 2023-08-22 11:29:45 »
Hello Sega Chief.

* Spoilers of the game.

I found some issues during my gameplay, I used v2.0.9994:

Spoiler: show




----------------------------------------------------------------------------------------

These kids doesn´t have dialogues:

Spoiler: show


----------------------------------------------------------------------------------------


Suggestions:

Maybe this could be a good place for add an item:

Spoiler: show


The ladder is already there an there isn´t any purpose to go there.

----------------------------------------------------------------------------------------

When you got the key to enter Shinra again this shop is open but there is nothing new, except the "Cover" materia, but you can found one at begining of the game, I suggest to change the options in this store:

Spoiler: show


----------------------------------------------------------------------------------------

Maybe this place could be a good chance for an extra/optional battle:

Spoiler: show


Some Shinra soldiers are in the area, maybe you could use a soldier like this:

Spoiler: show


----------------------------------------------------------------------------------------

I edited this image using Photoshop:

Spoiler: show


This is the first floor of the tower at Wutai, why don´t you use the design of the second floor an add a treasure there? Or maybe could be useful to add an extra floor/basement.

----------------------------------------------------------------------------------------

This is a suggestion to add a better place in this area in my opinion:

Spoiler: show


Change this:

Spoiler: show


For this:

Spoiler: show


Spoiler: show


The mythril and the ring could be inside this facilitie in chests. Imagine found the turks down there, or go back there on disc3 for a special battle, in my opinion would be better to add this kind of headquarter than the mine.

----------------------------------------------------------------------------------------

Well, that´s all, I hope this suggestions helps you in some way, I don´t pretend to annoy you and I won´t repeat my suggestions or insist, I just a fan of FF7 and a new fan of New Threat, thank you so much for your mod.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« Reply #11535 on: 2023-08-23 11:34:26 »
.

Bit disconcerting that the exit points would end up like that for those screens; I'll take a look at them.

Updating the Mod: The new version of the mod (2.09995) has retired the installer and is now distributed as a folder that you need to drop into your Final Fantasy VII installation directory. This should help avoid issues with corrupted fields or screens. You can simply replace your existing mod files with the new version's files by overwriting them.

New Random Encounters: The mod's creator mentioned that there weren't many new random mob encounters added in version 2.0, unlike version 1.5. You mentioned encountering Ziegfriend outside of Fort Condor, which might be one of the new random encounters. It's possible that there are other new encounters you might come across.

Morph Damage Reduction: The Yuffie's weapon "Conformer" is mentioned as a weapon that can override the 1/8 damage reduction from the Morph command. Using Conformer might allow you to deal full damage when using the Morph command.

Casting Esuna for Sadness Alignment: The spell Esuna is used to cure various status ailments such as Sleep, Poison, Confuse, and more. It doesn't cure Sadness alignment. Sadness alignment is a status that reduces the damage you take from physical attacks. To remove Sadness, you can use spells like Tranquilizer or items like Remedy.

Whirlwind Maze Issues: The mod creator acknowledges a few issues with the Whirlwind Maze section of the game:

The green wave element on the second screen might have a visual bug where it's jittering left and right, making it difficult to dodge.
The win fanfare doesn't play after dodging battles on all three screens; the battle music continues until you're back on the field screen.
Cloud getting knocked forwards instead of backwards when hit during the dodging sequences.
Junon Escape Key Issue: In version 2.09992 of the mod, there's a change to combine Type A and Type B routes in Junon, but the key part of the scene from Type B wasn't removed. This led to inconsistencies in the key retrieval scene. This issue was likely addressed in version 2.09995.

Progression Block Issue: A player reported encountering a black screen issue when entering a loading zone after defeating Jenova Death, handing over the Black Materia to Barret, and saving the game. The mod creator noted that there were issues with corrupted fields in the installer. In version 2.09995, the installer has been retired and replaced with a simple folder-based installation to address this issue.

Not sure what this post is, a summary of previous questions and replies? The scene inconsistency with the key during the junon weapon raid is still there, it's a leftover from the Type B route that I'll clean up for next patch. The whirlwind maze screen seemed to still be crashing for non-7h users so I imported a copy of the field from an older build of the mod and updated the 2.09995 installer/drop-in with it.

While this method did work for Wonder Square and Chocobo Square, it didn't seem to work for Whirlwind Maze for a user that I was doing tests with; importing a vanilla field screen didn't seem to fix it either and testing with their save file didn't replicate the freeze on my end. I'll probably bring the installer back as it doesn't seem to be responsible for the intermittent field-screen problems after all, but the actual cause is still unknown. I'll probably do a fresh install of the steam version and try running the installer against it, maybe there's something from 7h or FFNx running in the background when I play via Steam that's preventing the crash for whatever reason.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« Reply #11536 on: 2023-08-23 15:25:08 »
I've identified the source of the crashing fields and why it was likely only affecting the installer variant and not the 7th heaven one. Will update the mod in a patch later tonight and explain what it was (in short, one of the unused chunks in the field had gotten massive in size, likely an error when the file was being saved where excess data was stored to it).

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11537 on: 2023-08-23 18:11:14 »
2.09996 is up:

Spoiler: show
2.09996
*) Fixed issue where some fields had a corrupted tilemap (unused chunk), which would affect non-7h users
*) Descriptions of 'Blocks KO' changed to 'Blocks Insta-KO'
*) Fixed text strings and updated changes to the triple slots option (IRO only)
*) Made the junction in Junon weapon raid as Barret less easy to escape from (disabled walkmesh triangles for left/right exits)
*) Cleaned up key pickup during gas chamber scene (Type B scene remnant)


If there are any instances of fields not loading, let me know; I can at least fix them now.

Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9995)
« Reply #11538 on: 2023-08-23 18:21:12 »
Bit disconcerting that the exit points would end up like that for those screens; I'll take a look at them.

If it can help narrow it down, I played through those areas in v2.09993 and didn't experience that bug.

Dorklord

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11539 on: 2023-09-04 12:18:05 »
Hi Sega Chief,

Been playing through. I just got the Highwind and so far no real issues with the latest update.

I do have a couple suggestions that came to mind.

1. I think it would be neat if you added in a chance to rename Red XIII in Cosmo Canyon. Maybe after the gate guard's dialogue where he says "Nanaki is Nanaki, that's his name." the naming screen could pop up for Red, giving you a chance to rename him to his real name if you want. I always found it weird that the party keeps calling him Red XIII.

2. With the Ribbon you can get by killing the flowergirl, are there any other ribbons in the game or is it the only one? It seems like it's meant to be a choice of getting a really good accessory or keeping her alive and I really like it thematically. However, it seems like on the Highwind you can revive her via the debug technician, so you can get the ribbon anyway if you really want to and only miss a few scenes with Aeris. It's a minor issue but maybe something could be done with it?

3. For the Fort Condor battles, I think battle #6 gave me a Remedy, and after that every battle gave me a Megalixir as a reward. Is this how it is supposed to be? I can't complain for 7-8 easy Megalixirs, but I did start wondering if this was bugged.

4. At first I wasn't a fan of all the good Morphs in the game but I grew to enjoy them to an extent and some tricky morphs were actually satisfying to pull off. It's still a pain though so maybe Morph's damage could be boosted to be more than 1/8th? Maybe 1/6th or even 1/4th? I know eventually Yuffie's ultimate weapon bypasses the limit but that's really late.

5. On Morphs, with so many bosses having good loot, Vincent in particular suffers with his limit breaks. I noticed this in the Materia Keeper fight, you switched its weakness to Fire, which makes Vincent's initial Limit really useful (unlike in vanilla, where it absorbs Fire, so Vincent's limit actually screws you over on the first boss after you get him...) but Vincent is still a liability if you want the boss' morph loot. I was wondering if it could be possible to make it so that Vincent's limits had Morph inherently? It might be a bit overpowered but it could make Vincent's limits a bit more useful. He's not a terrible character but he's the only one whose limits I actively keep avoiding a lot of the time, which is a shame. I don't know if there's a Morph flag that could be applied to his limit attacks (without applying the 1/8th damage penalty) via hext or something, so I don't know if this can even be done, but I figured I'd ask.

6. Is the Heaven's Cloud meant to sell for 75,000 gil? I stole three of them during the Junon escape from Soldier 2nds, which ended up getting me enough to buy the villa. Can't complain, but I'm not sure if this was intentional.
« Last Edit: 2023-09-05 19:57:28 by Dorklord »

yomaus

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11540 on: 2023-09-06 13:28:09 »
Ho Sega.
Found bug in Costa del Sol. A static Cait Sith image appear in the port after returning there, even that he isn't part of my party yet. Im playing standard Type A.

Final_Figue

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11541 on: 2023-09-08 00:39:22 »
Hello Sega Chief.

I found and issue, I´m playing the last version: v2.0.9996 on hard mode, here:

I can take this item indefinitely:



All I have to do is leave the room and enter again.

galax-C

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11542 on: 2023-09-08 20:15:55 »
Looking forward to the Struggle-Mode mentioned as a future feature.

Glom9

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11543 on: 2023-09-11 16:22:32 »
Hi Sega,

I just updated to the most recent version. I am on the tower on the way to the Hojo battle and fighting the SOLDIER units. I morphed one in the battle vs 2 of them and got a Champion Belt. I wanted another one and fought a battle vs a single soldier and morphed him and it said I got a Guard Ring. I thought that was pretty cool, but then I had no guard ring in my inventory, nor did I have a second Champion Belt.

Edit: Scrap that, I'm dumb and found the Guard Ring
« Last Edit: 2023-09-11 22:18:04 by Glom9 »

Kevinhb7p

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11544 on: 2023-09-13 18:16:45 »
Hi. This is really an awesome mod and seems pretty balanced.
I couldn't find more info regarding limit breaks, to plan my party and builds in advance. So I used a save editor to unlock anything and take notes.
There is some information missing in the descriptions. Aerith limits doesn't state if they affect all, I added it to the Level 1 limits because I tested it. Vincent shows the stat modificators but I don't know if the formula of attacks themselves changed from the base game. I don't know if you altered anything from the Cait Sith limits, besides the change stated in the documentation.
I assume that when it says "Mag" it means that it scales fully with the Magic stat and not that it's just magic damage that scales with strength, is this correct?

I will copy here the notepad I wrote. Also here's the link if want to download and add it to the documentation (that will be great, if you also add this missing details). No need to mention me or anything. Thanks for this splendid work!
Link: https://drive.google.com/file/d/1_uto7_qkPpP0zwnspQfpR48On8fS28wl/view?usp=sharing

Text:

Limits

- Tifa -
All physical.

Level 1
Beat Rush: Base 20
Somersault: Base 24

Level 2
Waterkick: Base 28
Meteodrive: Base 32

Level 3
Dolphin Blow: Base 36
Meteor Strike: Base 40

Level 4
Final Heaven: Base 70

- Yuffieh -

Level 1
Greased lightning: Base 52, inflicts Slow
Clear tranquil: Restores 25% MP and Poison/Silence/Blind

Level 2
Landscapper: Base 62, Mag, Inflicts Slow, All
Bloodfest: Base 10, x10 hits

Level 3
Gauntlet: Base 70, Mag, Inflicts Slow, All
Doom of the living: Base 12, x15 hits

Level 4
All creation: Base 180, Mag, Revives KO'd allies

- Vincent -

Level 1
Galian Beast: Fire, Def +20%, Dex +50%, MaxHP +30%

Level 2
Death Gigas: Bolt, Def +50%, MDef -70%, Dex +20%, MaxHP +100%

Level 3
Hellmasker: Poison, Def/MDef +50%

Level 4
Chaos: Edgy, Def/MDef +100%

- Barret -

Level 1
Big shot: Base 58
Grenade bomb: Base 54, All

Level 2
Mindblow: Base 60, Mag, Inflicts Confu/Berserk
Hammerblow: Base 70, inflicts KO

Level 3
Satellite beam: Base 70, Mag, All
Angermax: Base 10, x18 hits

Level 4
Catastrophe: Base 30, Mag, x10 hits, Ignores Def

- Red XIII -

Level 1
Sled fang: Base 48, Drains HP
Lunatic high: Grants Haste and Evasion%

Level 2
Blood fang: Base 70, Drains HP/MP
Stardust ray: Base 10, Mag, x10 hits

Level 3
Earth rave: Base 35, x5 hits
Howling moon: Grants Berserk, Wall, Haste, ATK+

Level 4
Cosmo memory: Base 144, Mag, Fills Limit gauges

- Cait Sith -

Level 1
Dice: Random damage

Level 2
Slots:

- Cid -

Level 1
Boost jump: Base 52, inflicts KO
Dynamite: Base 48, All

Level 2
Hyper jump: Base 70, inflicts KO, All
Dragon: Base 60, Mag, Drains HP/MP

Level 3
Dragon dive: Base 27, Mag, x6 hits, inflicts KO
Big brawl: Base 28, x8 hits

Level 4
Highwind: Base 12, x18 hits

- Cloud -

Level 1
Braver: Base 52, Lowers Def/MDef by 5%
Cross Slash: Base 48, inflicts Paralysis

Level 2
Blade beam: Base 55, Mag, Spreads
Climhazzard: Base 70, Lowers Def/MDef by 10%

Level 3
Meteorain: Base 24, Mag, x6 hits
Finishing touch: Base 70, inflicts KO

Level 4
Omnislash: Base 17, x15 hits, Auto Crit

- Aerith -

Level 1
Healing wind: Restores 50% HP, entire party
Seal evil: Base 16, inflicts Silence/Stop, All

Level 2
Breath of the earth: Restores 50% HP + Status
Fury brand: Fills Limit gauges

Level 3
Planet protector: Grants Wall/Regen
Pulse of life: Fully restore + Revive

Level 4
Great Gospel: Fully restore + Peerless
« Last Edit: 2023-09-13 18:19:30 by Kevinhb7p »

kainhighwind2

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11545 on: 2023-09-20 08:20:14 »
Is there another link for the manual? The link in post 2 of this thread seems to be down, and I'm going back to a playthrough after a break, and can't remember what half the character abilities are, like Yuffie's Throwlette I'm seeing mentioned in battle.

Emo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11546 on: 2023-09-22 20:09:12 »
So I've recently installed the mod and I'm having an issue with Yuffie and New Threat. I've searched as much as I could but couldn't seem to find an answer to the problem.
Basically, I've played through all the way up to Junon and haven't seen Yuffie at all, I didn't get an encounter at all in the Kalm Inn as I never rested, I can see her character in the Chocobo Farm, but she isn't in my party/PHS.
I've basically given up at this point and want to just uninstall the mod, so if there is anyone that has any idea what it happening or how I can get her into my party I'd really appreciate it
Thanks

Emo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11547 on: 2023-09-22 20:12:19 »
To follow-up, I tried finding her in the Junon forest too, but ~200 fights in all I was getting was some weird new boss that had 10 hp instead of Yuffie

Final_Figue

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11548 on: 2023-09-23 03:24:51 »
Hello Emo.

I don´t know if we had the same problem but I´ll tell you my experience:

Last month I made a lot mod changes during my gameplay, I tested resolutions, Reshade and Lighting, the option to have shadow in the game, while I was testing all of this I was fighting and saving. And that was my mistake I believe, after all of this I noticed that some places has unnecesary sprites, the reward were changed for the classic game and in some parts it was in spanish, when I got to disc2 one character of my party wasn´t in the group anymore, I started again everything and this time I didn´t make any change after start a new gameplay, everything was fine until the end.

I don´t know if you made something similar but I share my experience, I discover 7H four months ago and its amazing, a lot of mods to have fun. My recommendation, just in case: Test the new mods in other save files and don´t make several changes during your gameplay.

I hope this helps you in some way, Emo.
« Last Edit: 2023-09-23 03:29:30 by Final_Figue »

Emo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9996)
« Reply #11549 on: 2023-09-23 09:37:06 »
The only thing I've changed was the Ifrit UI, so that could be it, but other than Yuffie I haven't had any issues at all with my game. I'm somewhat hesitant to restart my whole save just to test if it was Ifrit UI, but I'll give it a go