Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 5388875 times)

SteynerX

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11775 on: 2024-06-21 20:27:10 »
Hi! I'm playing FFVII with echo-s and new threat 2.0 combat only, and looks like that the new threat only affects to regular enemies, but with the bosses doesn't work and always pop up the text: mp depleted. Am I doing something wrong? I love your mod Chief, thank you so much for your work. https://ibb.co/3M8KLSy
« Last Edit: 2024-06-21 20:51:54 by SteynerX »

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11776 on: 2024-06-23 12:08:06 »
so i guess switching between the modes at any point stops some materia from spawning? Or at least stops the added steal from appearing. Tested by saving before the rapps fight and fighting him on hard materia there, switched to normal and materia not, so it looks like if you ever switch off hard mode, it gets rid of the materia spawn.

part of reason i would guess is that hard mode with zero battle gil. added steal helps a huge amount. eg fire+all and fire+addedsteal paired makes if wanting to grind any steals go so much quicker ;)

its same normal if then switch to hard will be available then could switch back again if really wanted after picking it up (imo thats more of a bug).

switching between hard/normal however will come at a price later on depending on the type of run doing ;)

Delitta

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11777 on: 2024-06-24 02:59:29 »
Hi is there a place where I can see previous versions of 1.5 I almsot finished it with all the side quest and my pc stopped workign I believe i have some save files but not the game fiiles, and I see that the 1.5 version changed many peoples innate ability, i dont remember all of them but the version i was playing had cloud second wind, vincnet mp . hp regeneration, reds the longer the the battle is the strongest he got, and barrets if stacks, and I really liked how I managed to win some battles only because of the specific natures, the multiple clutch second wind, another a transforme vincent  with all the HP or MP PLUS (vs materia guardian), and then another red 13 hasted   and berserked with some set up, and they were the only answer to win without breaking the game (which i dont like) and I loved those matches, so im looking for that specific version.

anteteller

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11778 on: 2024-06-26 14:44:44 »
Hi, I'm interested in New Threat, mostly for Aerith related reasons. Does vanilla combat New Threat include that? I don't really want to change the canon experience except for Aerith surviving.

Secondly, are save files from vanilla FF7 compatible with New Threat?

Yosharian

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11779 on: 2024-06-29 20:03:37 »
Hi, this looks like a really interesting mod.  I would appreciate some guidance on the following questions.

1) I have installed the following mods via 7th Heaven:

"60/30 FPS Gameplay"
"Ninostyle Battle"
"[Tsunamods] SYW Unified Battle Textures"
"Ninostyle Chibi"
"[Tsunamods] SYW Unified Field Textures"
"[Tsunamods] SYW Unified FMV (30fps)"
"[Tsunamods] SYW Unified Minigames Textures"
"[Tsunamods] SYW Unified Spell Textures"
"[Tsunamods] SYW Unified Worldmap Textures"

I would like to install New Threat but keep these mods intact.  Is there a way for me to do that?

2) I'm a little confused as to whether I should install 2.0 or 1.5.  And also I'm not sure about A or B modes.  For context, I have played through FF7 about 3-4 times when I was younger, so I know the game quite well, although I haven't played it recently.  I am not looking for anything that doesn't fit the original game's style, but I am very open to different events, encounters, etc which will give me something new to experience.  (I just don't want to see memes or goofy stuff or anything like that)

I would really appreciate some guidance on which mode/version to choose.

Thanks

Yosharian

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11780 on: 2024-06-30 07:06:38 »
Actually you know what never mind I got some help on the Tsunamods Discord and decided to go for type B

Mediocre

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11781 on: 2024-06-30 19:33:27 »
Hi, I'm a returning player as I would like to replay NT, but I was asking myself which one is the hardest version... I remember playing 1.35, 1.4, 1.5 (all Arranged) and 2.0 Type B; but I barely remember much of them anymore, only that 1.35 or 1.4 felt much intense than more updated versions. Any suggestions? Which one do you guys think it's the hardest one? And can anyone share a link if it's one of the old versions? (I lost my hard drive files several times over the years sadly so I no longer have those patches xD)

PaleAngel_90

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11782 on: 2024-06-30 20:28:57 »
I found a bug that doesn't allow me to continue the story. In the cargo ship when I'm battling against Jenova - Birth when I'm halfway through the fight after I've done a decent amount of damage when Jenova summons the tentacles and the jellyfish creatures the game just crashes, the music still plays, the characters move, but the game doesn't respond, I've left the game running for an hour and nothing, it stays the same, I've re-started the game and the battle again and the same thing happens... It's bizzarre... How can I fix this? How can I get past this obnoxious bug?

I'm playing the new threat story, scenario A, normal difficulty.

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11783 on: 2024-07-01 01:42:08 »
I found a bug that doesn't allow me to continue the story. In the cargo ship when I'm battling against Jenova - Birth when I'm halfway through the fight after I've done a decent amount of damage when Jenova summons the tentacles and the jellyfish creatures the game just crashes, the music still plays, the characters move, but the game doesn't respond, I've left the game running for an hour and nothing, it stays the same, I've re-started the game and the battle again and the same thing happens... It's bizzarre... How can I fix this? How can I get past this obnoxious bug?

I'm playing the new threat story, scenario A, normal difficulty.

do you have other mods installed ? if so try disable all other mods other than new threat itself until past that battle. 
check if latest version if is try an older version of the mod to see if that battle will then work out ok.

PaleAngel_90

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11784 on: 2024-07-01 10:42:28 »
do you have other mods installed ? if so try disable all other mods other than new threat itself until past that battle. 
check if latest version if is try an older version of the mod to see if that battle will then work out ok.

 I have installed the following mods via 7th Heaven and I'm using the Steam version:

1- [Tsunamods] Modern Spell Names. (Active)
2- Spell Textures. (Active)
3- Avalanche Arisen Battle Textures. (Active)
4- World Textures. (Active)
5- World Models. (Active)
6- Rebeerth Mod English. (Disabled)

Would any of these cause the bug that I mentioned prior?

(Edit) I've disabled every mod, and nothing. It happens all the same. I don't know what to do... BTW, how do I check what version I have of New Threat?
« Last Edit: 2024-07-01 20:44:24 by PaleAngel_90 »

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11785 on: 2024-07-02 12:14:14 »
I have installed the following mods via 7th Heaven and I'm using the Steam version:

1- [Tsunamods] Modern Spell Names. (Active)
2- Spell Textures. (Active)
3- Avalanche Arisen Battle Textures. (Active)
4- World Textures. (Active)
5- World Models. (Active)
6- Rebeerth Mod English. (Disabled)

Would any of these cause the bug that I mentioned prior?

(Edit) I've disabled every mod, and nothing. It happens all the same. I don't know what to do... BTW, how do I check what version I have of New Threat?

upload your savefile will try see what happens for me. i note that you disabled all mods. are you using 7th heaven as a mod manager if so it should tell u the version loaded upon clicking on the mod at the left hand side near the top of the window. by the way so you know qhimms discord is the quickest place to get assistance see threat: https://forums.qhimm.com/index.php?topic=21284.0 on how to join there is specific channel for #new-threat :)  usually someone will be active fairly quickly discord is a live messenging system.
« Last Edit: 2024-07-02 13:43:16 by wdx »

PaleAngel_90

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11786 on: 2024-07-02 13:51:03 »
upload your savefile will try see what happens for me. i note that you disabled all mods. are you using 7th heaven as a mod manager if so it should tell u the version loaded upon clicking on the mod at the left hand side near the top of the window. by the way so you know qhimms discord is the quickest place to get assistance see threat: https://forums.qhimm.com/index.php?topic=21284.0 on how to join there is specific channel for #new-threat :)  usually someone will be active fairly quickly discord is a live messenging system.

How do I attach a savefile here?

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11787 on: 2024-07-03 05:29:42 »
How do I attach a savefile here?

Zip the savefile: upload to a filesharing website then copy link address and paste the url.


Cert Serth

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11789 on: 2024-07-03 15:57:41 »
Found a weird bug. After defeating Jenova Death, Tifa won't appear in the scene, and thus the game is soft locked. I'll post a save.
https://www.mediafire.com/file/1d7j8znrgc70lbb/save02.ff7/file

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11790 on: 2024-07-04 07:49:10 »
Here's the link to the savefile: https://www.dropbox.com/scl/fi/teta9cb0rkih9bonszs2q/save01.ff7?rlkey=i26z76jgj2ivtclcx9xn92n1o&st=kfxea383&dl=0

looks like animation missing for some odd reason I've got you past that please find enclosed savefile which will allow you to continue your progress

https://drive.google.com/file/d/1T4gPyoI7214S1TK6NPIjlM6WpdTYRUM9/view?usp=sharing


wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11791 on: 2024-07-04 08:19:02 »
Found a weird bug. After defeating Jenova Death, Tifa won't appear in the scene, and thus the game is soft locked. I'll post a save.
https://www.mediafire.com/file/1d7j8znrgc70lbb/save02.ff7/file

have you any mods installed? any mods which contain field modifications may result in that bug. using your savefile was ok for me tried several times to reproduce.  please see the following link: https://drive.google.com/file/d/12726XEy--2Us8VBV1ksacj1tOdT3ZQXd/view?usp=sharing

i added savefiles directly after the fight, at a savepoint, and upto the next progress. (seeing nibelheim) your own save slot was left untouched.
« Last Edit: 2024-07-04 08:22:11 by wdx »

Bojankety

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11792 on: 2024-07-06 09:07:01 »
Hello Sega Chief!!!!!!!!!

I want to preface that i LOVE this mod very much as i have been playing it non stop for months but i wanted to take this opportunity to share with you some things i have noticed while playing and wanted to get your feedback on some things when you have the time to review. i enjoy this mod so much that i even made my own personal excel spreadsheets for it. Im not Kidding -_-
All of the things listed below are things i have tested and confirmed MANY times throughout my playthroughs of your GOD like mod during these past few months. Literally!!!!!!!!

Bronze Bangle
 - Only capable of acquiring a maximum of 8 in a single playthrough. Your Mod documentation mentions that all characters start with this equipped initially but Cait Sith and Vincent definitely do not

Relic Ring
 - Cloud, Tifa, and Aerith are the only characters that receive only max stats in either vitality OR Spirit, but NOT both like the remaining 6 characters. They only get +255 for 1 stat and then -1 to the other one for some reason

Risk Ring
 - States in game that it blocks buffs which is true, but also blocks Slow and Stop when viewing character status menu. Haste makes sense because thats obviously a buff, but Slow and Stop are debuffs right? Is this intended? please confirm

Solar Armlet
 - Only capable of acquiring a maximum of 2 in a single playthrough if the player doesn't farm them in the battle square before they receive the tiny bronco and cannot be acquired from enemies. is this intended, please confirm?

Voltaic Armlet
 - same as the Solar Armlet listed above but not as much of a pain in the butt since you can farm them from Stilva in Gaea's Cliff before clearing the Whirlwing Maze, but i figured i would mention it here anyways incase you had thoughts on this one

Tifa's innate ability triggers even when using the timer expires on the Curse ring specifically... i feel like instant death moves is ok to use up her Grit innate ability but since the community notoriously knows about the Powersoul and Curse Ring combo, i feel like the death sentence effect should still allow tifa to die regardless if her Grit hasn't been used yet. Especially since you receive pretty substantial stat gains from having it equipped anyways. let me know your thoughts on this

I noticed some MP Costs for some spells might need to be looked at. One specific example that stood out to me the most is Full Cure. it only cost 45 MP and has the added benefit of high magic scaling and reviving KO party members which is insanely strong, especially on Aerith with her high magic stats, but when compared to Life2, which costs 100 MP and takes a long time to unlock Life2 because of the AP needed, then why would i invest in Revive materia when Full Cure is not that expensive... thats just one example, let me know your thoughts on this one

X-Attack Materia is already MASTERED once acquired but has a sell value of 105,000 gil compared to the other mastered materia you get in the mod which is all standard at 30,000. is this intended, please confirm?

White Wind Enemy Skill
 - your documentation still states that it heals for 50% of what the casters current HP is, but thats definitely not the case. it still heals for the exact 100% amount of what the characters current HP is

Goblin Song Enemy Skill
 - your documentation states that it revives KO'd allies but it does not do that, is this intended? please confirm

Virus Enemy Skill
 - your documentation states it inflicts Dual but thats not true. it inflicts only poison but also does an insane amount of damage. i think it would be better if it inflicted BOTH Poison and Dual, you can keep the damage too. let me know your thoughts on this one.

HP and MP draining effects when it comes to healing characters...
 - MP draining effects like Osmose restores i believe 25% of what was drained from the enemy while HP draining effects are 12.5%. why not have both of them be the same at 25%. an example of it being underwhelming (to me anyway) is the deathblow and HP absorb combo with Tifa very early in the game. The HP restoring effects is SO tiny and makes HP absorb not really worth using at all until MUCH MUCH later in the game, but even then the number is still quite small since you set it at 12.5%

Gil not rewarded on HARD mode
 - I play your mod on hard mod most of the time and while i love the challenge, it definitely makes the Gil Plus materia literally useless. you should make the Hard mode version only give out 25% of what the normal gil amount would be when playing normal mode. maybe even less than that if you prefer. at least that would give the cactuar farming method in the corel desert some life again since you get 10,000 gil each time on normal. AND it would incentivize me to keep Yuffie in my parties more often since she passively gives double gil during battles. what are your thoughts on this because having to farm MANY items early on with steal is quite a time investment when the sell prices of early game items are quite small.


one last thing i was looking into was the overall base stats of each character to help make them feel more unique, which in turn opens up the gameplay to more build crafting potential
an example is that cloud has 4 completely balanced stats, some characters have 3, and some even just have 2, and sometimes some characters have the same favored stats as someone else.
one example is cait sith and cid, the both literally have strength and luck as their favored stats at base. i feel like characters should only have 2 main stats that they excel at and nothing more

I came up with an idea of what i feel that the character favored stats could be... this is just an idea so i would like to know your thoughts
Cloud - Strength and Spirit (literally opposite of Aerith, resistant to magic, with high physical damage output)
Barret - Vitality and Spirit (full on main tank character, hence the high defenses but very low dexterity and luck to mitigate atb speed and critical hits)
Tifa - Strength and Dexterity (straight up physical damage dealer with high dexterity to compliment her speedy martial arts skills)
Aerith - Magic and Spirit (main magic dealer and literally opposite of Cloud, resistant to magic, with high magic damage output)
Yuffie - Dexterity and Luck (should be classified as the fastest character in the game due to her character as literally being a speedy thief and high luck for critical hits and lucky dodges)
Red XIII - Magic and Dexterity (full on red mage since he has the enemy skill materia for magic casting and high dexterity due to him literally being a dog so he should have highest evasion maybe????)
Cait Sith - Vitality and Luck (second tank of the game since its literally a stuffed moogle toy, and high luck since its character is a fortune teller)
Vincent - Vitality and Magic (i was torn with this one as i was trying not to copy another character but since Vincent is mainly a magic user and since he starts each battle with Wall active, thats what i chose. let me know your thoughts on Vincent specifically because he was tough for me to decide on stats
Cid - Strength and Luck (never really been characterized as a magic user so it made sense for him to be a third damage dealer with high luck stats for critical hits)

« Last Edit: 2024-07-06 10:09:43 by Bojankety »

PaleAngel_90

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11793 on: 2024-07-06 12:59:02 »
have you any mods installed? any mods which contain field modifications may result in that bug. using your savefile was ok for me tried several times to reproduce.  please see the following link: https://drive.google.com/file/d/12726XEy--2Us8VBV1ksacj1tOdT3ZQXd/view?usp=sharing

i added savefiles directly after the fight, at a savepoint, and upto the next progress. (seeing nibelheim) your own save slot was left untouched.

Thank you! I'll check it out and I'll let you know how it went.

Edit: I checked it out, it's far too forward into the story for my liking, but I saved it. Thank you anyway!
« Last Edit: 2024-07-06 18:33:42 by PaleAngel_90 »

PaleAngel_90

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11794 on: 2024-07-06 18:34:29 »
looks like animation missing for some odd reason I've got you past that please find enclosed savefile which will allow you to continue your progress

https://drive.google.com/file/d/1T4gPyoI7214S1TK6NPIjlM6WpdTYRUM9/view?usp=sharing

Thank you! This was perfect! A million thanks!

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11795 on: 2024-07-07 07:40:41 »
Goblin Song Enemy Skill
 - your documentation states that it revives KO'd allies but it does not do that, is this intended? please confirm

it used to revive inclusive of zombyfied party members.  this was changed months ago it only now sometime before febuary cant remember when exactly and was in the patch notes. if your  using a spell names mod, it may not reflect that change.  That enemyskill was way too overpowered before.

PaleAngel_90

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11796 on: 2024-07-07 11:21:37 »
Can New Threat and 7th Heaven be applied to a psx emulator in windows? Or are they incompatible? Just asking out of curiosity.

amsphysics

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11797 on: 2024-07-07 11:41:50 »
does anyone know if theres more than 1 ribbon? documentation only shows if you kill flower girl, i also tried 10 special battles in battle square no ribbon. morph steal lists show no ribbon either. also ziegfried is said to have mp plus in documentation but killing him, morphing, and stealing gives nothing

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11798 on: 2024-07-07 18:00:54 »
Can New Threat and 7th Heaven be applied to a psx emulator in windows? Or are they incompatible? Just asking out of curiosity.

7th heaven is designed for pc. the latest beta version is actually designed purely with the steam edition in mind.
the way the mod currently stands is incompatable with the psx and indeed emulation of the console. You could i guess do the field modifications alongside battle data. Having the innate abilities working will be tricky i guess. 

PaleAngel_90

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11799 on: 2024-07-08 13:04:45 »
looks like animation missing for some odd reason I've got you past that please find enclosed savefile which will allow you to continue your progress

https://drive.google.com/file/d/1T4gPyoI7214S1TK6NPIjlM6WpdTYRUM9/view?usp=sharing

Could you please Zip and link the animations that I'm missing in that scene? Also where should I put them?