Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)  (Read 8263292 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11825 on: 2024-09-17 12:58:36 »
Hi, I can't find the Slash-All materia. The Item & Materia placements txt says "Slash-All - Great Glacier" and the only mention I see in the patch notes is in this line, from 2.0992

(I am running 2.09998 but there is no mention of further changes in Slash-All location after 2.0992)

But I can't find Slash-All in the hot spring, where is the hot water you touch so you can get Alexander materia (which is area 11 here). Slash-All is not in the place where a materia used to be either (the mountain trail that is northwest of area 10 in that link; it's Added Cut in OG FF7, but that screen no longer has any materia)

Anyone know where is Slash-All located?

I think it has to be a specific path, where the route has this shape: \ instead of: /
Image of the path here: https://i.imgur.com/SoJmX7x.png

This is accessed by a specific exit point on the mountain field, which I've marked in red; it's easy to miss as people will instead take the upper of the two paths shown on the left-side of the screen: https://i.imgur.com/yVgoMe0.png


I am trying out the New Threat 2.0 - Combat only with Echo-S to replay FF7 and really loving it.
But I have question, is the AP requirements 2.0 document not updated? Because most of the AP requirements seem different than in the game, and changing to NT 2.0 pure doesn't change them. For example in the document sense costs 5,000, but in-game it costs 80,000 to master. I just wanted you to know.

I have been cheking the documents a lot to change to NT 2.0 pure when there are different materia or items to pick up in the map, that is why I noticed them. I have also turned most of the readmes into spreadsheets to make it faster, and colored the enemies one to make it more readable, specially the statuses, to not waste them.

Also isn't Dex too generous? I got Yuffie to 255 Dex upon getting her, though it is very fun still.

Thank you a lot for the mod, specially the Materia stats and character differences, every character feeling the same was one of the worst things about the original for me, and I love the innates too.

It may be that Combat Only's AP requirements are different as I think I updated the AP in a patch to 2.0 after CO was made. I weighed Dex a bit less than the other stats so it's easier to get more of it; perhaps didn't weigh it heavily enough but if it's fun then that's all that matters.

justsomebody

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11826 on: 2024-09-20 09:49:31 »
I think it has to be a specific path, where the route has this shape: \ instead of: /
Image of the path here: https://i.imgur.com/SoJmX7x.png

This is accessed by a specific exit point on the mountain field, which I've marked in red; it's easy to miss as people will instead take the upper of the two paths shown on the left-side of the screen: https://i.imgur.com/yVgoMe0.png

Ok I found it, thanks!

Another thing, are there any plans to add Morph as Well from postscriptthree's tweaks somewhere in the game? (preferably in a revisitable place)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11827 on: 2024-09-20 13:10:20 »
Ok I found it, thanks!

Another thing, are there any plans to add Morph as Well from postscriptthree's tweaks somewhere in the game? (preferably in a revisitable place)

Not at the moment

Doorflimsy

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11828 on: 2024-09-22 21:37:28 »
just wanted to ask but has anyone gotten the game locked up when finishing up yuffie boss fight with her father for the conformer. cant for the life of me think of whats causing it.
p.s: im on 2.0 and with no other additional mods

OnionMage

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11829 on: 2024-09-27 13:03:01 »
I am playing FF7 NT 2.0 A for the first time, the latest version on 7th Heaven. What a treat!

However, I think something may be bugged with either the mod or my save.

I noticed twice now, during the Gi cave boss fight and after on another battle, when RED got KO'd, enemies could target him and attack him while dead. He takes damage wakes up for a second then dies again.

I am not sure if this is related either, but I feel suddenly my game got super easy, had to switch to hard mode for the first time and it was still very easy. I was around level 31 at Neibelheim mansion, and everything was dying super-fast. Red was hitting over 1K per Bolts 2. Cloud was hitting 500+ each hit with Mug and Extra Cut (whatever that materia is called). Barret was hitting everything for 500+ using his spread shot. Granted I had fire elemental on cloud and holy elemental on Barret. The safe boss got killed in a few turns. I had 2k HP so things were barely hitting me and barret has been tanking most of the stuff anyways.

The materia keeper barely got a chance to breath.

I just feel something is off. The mod was a bit challenging at first but recently it has been a super cake walk, and I am by all means a super casual player. I have not been grinding or anything, just fighting everything without running away.

Also, I was wondering if there could be an option to have a hard mode without 0 gil penalty? I feel that having to grind for gil does not make the game hard, but tedious. I havent had to grind for money yet, since I just switched to hard because the game got very easy. But I could see that happening in the future.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11830 on: 2024-09-28 19:54:38 »
just wanted to ask but has anyone gotten the game locked up when finishing up yuffie boss fight with her father for the conformer. cant for the life of me think of whats causing it.
p.s: im on 2.0 and with no other additional mods

I think people found a softlock there in the past but I wasn't able to replicate it; my guess is that it's to do with the dialogue boxes and the speed they're closed at. I tried it slow and fast but wasn't able to recreate it at the time.


I am playing FF7 NT 2.0 A for the first time, the latest version on 7th Heaven. What a treat!

However, I think something may be bugged with either the mod or my save.

I noticed twice now, during the Gi cave boss fight and after on another battle, when RED got KO'd, enemies could target him and attack him while dead. He takes damage wakes up for a second then dies again.

I am not sure if this is related either, but I feel suddenly my game got super easy, had to switch to hard mode for the first time and it was still very easy. I was around level 31 at Neibelheim mansion, and everything was dying super-fast. Red was hitting over 1K per Bolts 2. Cloud was hitting 500+ each hit with Mug and Extra Cut (whatever that materia is called). Barret was hitting everything for 500+ using his spread shot. Granted I had fire elemental on cloud and holy elemental on Barret. The safe boss got killed in a few turns. I had 2k HP so things were barely hitting me and barret has been tanking most of the stuff anyways.

The materia keeper barely got a chance to breath.

I just feel something is off. The mod was a bit challenging at first but recently it has been a super cake walk, and I am by all means a super casual player. I have not been grinding or anything, just fighting everything without running away.

Also, I was wondering if there could be an option to have a hard mode without 0 gil penalty? I feel that having to grind for gil does not make the game hard, but tedious. I havent had to grind for money yet, since I just switched to hard because the game got very easy. But I could see that happening in the future.

The Red XIII thing sounds odd; are there any other mods enabled?

Might be tied to the balancing issues as well if something has been changed or altered by something; one way to check is to use Sense on an enemy to check its HP and weaknesses. Try scanning a Grand Horn around the Gongaga area on the world map (non-forest area), it should have these attributes;
LV: 24
HP: 760
Weak to Pierce

If this info is different in any way, then something's affected the files.

***
Edit: Thanks to C. D for the donation, much appreciated
« Last Edit: 2024-09-28 22:56:06 by Sega Chief »

OnionMage

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11831 on: 2024-09-30 21:45:05 »
I think people found a softlock there in the past but I wasn't able to replicate it; my guess is that it's to do with the dialogue boxes and the speed they're closed at. I tried it slow and fast but wasn't able to recreate it at the time.


The Red XIII thing sounds odd; are there any other mods enabled?

Might be tied to the balancing issues as well if something has been changed or altered by something; one way to check is to use Sense on an enemy to check its HP and weaknesses. Try scanning a Grand Horn around the Gongaga area on the world map (non-forest area), it should have these attributes;
LV: 24
HP: 760
Weak to Pierce

If this info is different in any way, then something's affected the files.

***
Edit: Thanks to C. D for the donation, much appreciated

Thank you for your reply! So, I ended up using an older save and just catching up again before I read your message (it was a save on the ship to costa del sol). I am already past the Nibel area, and everything seems to be working fine. I used sense on the monster, and it showed your values. I am not sure what was up with that other save, I wonder if I messed it up that one time I booted up that save with the 1.5 NT mod (but did not save over the existing 2.0 save).

That brings me to my next question. What is the best way to have saves from 1.5 and 2.0 without messing things up? Do I need to move all the saves from 2.0 outside the FF7 save folder and have it create new saves with the 1.5 mod? At some point I would like to have a playthrough of the 1.5 Arranged version but I do not want to mess up my 2.0 progress.

These are the mods I am using for reference:

Graphics:

Cosmos Limit Break
Tsunamods spell effects
Tsunamods avalanche arisen battle textures
60fps gameplay
60fps animations for ChaOS mod
Tsunamods Mini Games Upscaled Textures

Character models:

ChaOS

UI:

Tsunamods Enhanced Stock UI

World map:

Cosmos Gaia
Combined HD World

Media:

Cosmo FMV
Cosmo Memory
Tsunamods Arranged Soundtrack

Gameplay:

New Threat 2.0 Type A


OnionMage

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11832 on: 2024-10-03 13:44:38 »
Found a possible bug related to the mod.

In the temple of the ancients, when you go to the pink pool and see the flashback with Tseng and Elena. Dialog does not come up at all. You can advance the scene but no dialog shows up.

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11833 on: 2024-10-04 10:42:26 »
Found a possible bug related to the mod.

In the temple of the ancients, when you go to the pink pool and see the flashback with Tseng and Elena. Dialog does not come up at all. You can advance the scene but no dialog shows up.

if you have some other field mods on try disable them. otherwise post if typeA or typeB
usually best when reporting possible bugs, to ensure all other mods are disabled when testing which helps narrow things down a lot.

save game from just before the error would also be super useful

Kitaka

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11834 on: 2024-10-06 20:07:32 »
Hey, I'm using New Threat 2.0 in conjunction with Postscripththree's Gameplay Tweaks and edited NT's KERNEL files via the WallMarket tool (mostly some starting item/materia and stat changes, with weapon description changes).

Now, the KERNEL.bin changes all work as expected, but the kernel2.bin changes (weapon descriptions) are just not showing up ingame (but do show when I'm editing the modified KERNEL.bin file via the WallMarket tool).
Any idea what could be the culprit? Would appreciate any help.

My complete mod list, for reference:
-(Tsunamods) Wizard Staff
-(Tsunamods) SYW Unified Battle Textures
-(Tsunamods) SYW Unified Field Textures
-(Tsunamods) SYW Unified Minigame Textures
-(Tsunamods) SYW Unified Spell Textures
-(Tsunamods) SYW Unified Worldmap Textures
-(Tsunamods) Enhanced Stock UI
-60/30 FPS Animations
-60/30 FPS Animations for New Threat 2.0
-Axlrose's Blender v1
-Mouth Replacer
-New Threat 2.0
-Postscriptthree's Gameplay Tweaks
-cmh175 HQ FMV Pack
-FFNx FF7 Music
« Last Edit: 2024-10-07 11:09:19 by Kitaka »

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11835 on: 2024-10-08 08:02:23 »
Hey, I'm using New Threat 2.0 in conjunction with Postscripththree's Gameplay Tweaks and edited NT's KERNEL files via the WallMarket tool (mostly some starting item/materia and stat changes, with weapon description changes).

Now, the KERNEL.bin changes all work as expected, but the kernel2.bin changes (weapon descriptions) are just not showing up ingame (but do show when I'm editing the modified KERNEL.bin file via the WallMarket tool).
Any idea what could be the culprit? Would appreciate any help.

Try use New Threats IRO intact.
Extract just the kernel files then edit, create new iro just place at the very top of mod list.
7thheaven has a load order.  most likely another modification is being loaded before your own one.


Kitaka

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11836 on: 2024-10-08 12:35:56 »
Try use New Threats IRO intact.
Extract just the kernel files then edit, create new iro just place at the very top of mod list.
7thheaven has a load order.  most likely another modification is being loaded before your own one.

Thanks for the help. I understand how to do what you described in gerneral, but I'm not sure how to do it in practice.
I assume that I cannot just extract the NT2.0 files via IroNite, edit just the KERNEL.bin and kernel2.bin files to my liking, then pack only these files into a basic iro and have it work?
I'm also playing with the multi-linked slots option, so I have to edit both the normal kernel files and the optional multi-linked files.

I did all that, started a new game, and now none of the changes are actually applied (with my custom iro at the top of the load order in 7H). So I assume that I have to actually pack more that just the two sets of kernel files, so that 7H correctly loads the "mod".
Edit: never mind, I needed to also copy and modify the mod.xml file to actually activate the multi-slot materia option. It now all works as expected. Thanks again!
« Last Edit: 2024-10-08 12:54:13 by Kitaka »

Red Ahmed

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11837 on: 2024-10-10 19:48:39 »
Hello! First of all I would like to say I really love this mod! I'm playing FFVII for the first time and thoroughly enjoying it. Thank you for the hard work!

Now my problem is: I can't find the Break materia. It says in the Items & Materia Placements document that I can either find it in Midgar Raid Train Tunnel or in Bone Village in disc 3. I've apparently missed it in Midgar, and am now in disc 3 looking all over for it. But I can't find it in Bone Village. I've dug everywhere where there is supposed to be treasure according to guides. I've tried digging randomly as well, but I got nothing.

I have a small suspicion it's a bug, because I found an extra copy of Bahamut Zero by digging, despite already having it. Maybe I was supposed to get the Break materia, but the game gave me the wrong materia?

Anyone have any idea if I'm missing something here?

Raidius

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11838 on: 2024-10-11 18:46:47 »
Hello, im new here running again ff7, im checking about "new threat 2.0 vanilla combat" from 7th heaven, got interested due to the changes mentioned in script and the posible change in the temple scene.
i got a couple of questions about it, where i can find a guide for it and if with the version im using ill get access to the mentioned before, since im not really interested in the rebalance part, just the changes and scenes added. i saw some comments about A and B option, but never saw such option, and also whats the difference between them.

Im a bit lost atm, thanks in advance.

rufusluciusivan

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11839 on: 2024-10-12 06:23:12 »
Hello, im new here running again ff7, im checking about "new threat 2.0 vanilla combat" from 7th heaven, got interested due to the changes mentioned in script and the posible change in the temple scene.
i got a couple of questions about it, where i can find a guide for it and if with the version im using ill get access to the mentioned before, since im not really interested in the rebalance part, just the changes and scenes added. i saw some comments about A and B option, but never saw such option, and also whats the difference between them.

Im a bit lost atm, thanks in advance.

Can't speak for the vanilla combat version, but as for the difference between type A and type B:
- Type A features the vanilla storyline and boss roster but with the additional mini-bosses, bosses, scenes, and quality of life features.
- Type B changes parts of the storyline (mostly during the Midgar Arc)  and features an alternate boss roster (save for the plot-heavy ones). And also the added mini-bosses, bosses, scenes, and quality of life features.

Raidius

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11840 on: 2024-10-12 06:29:48 »
Can't speak for the vanilla combat version, but as for the difference between type A and type B:
- Type A features the vanilla storyline and boss roster but with the additional mini-bosses, bosses, scenes, and quality of life features.
- Type B changes parts of the storyline (mostly during the Midgar Arc)  and features an alternate boss roster (save for the plot-heavy ones). And also the added mini-bosses, bosses, scenes, and quality of life features.

How about the Aerith part with jenova scene, has to be on B route or can be on both? Thanks for the info.

rufusluciusivan

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11841 on: 2024-10-12 19:24:37 »
How about the Aerith part with jenova scene, has to be on B route or can be on both? Thanks for the info.

It's on both. And you're welcome.

amatiramisu

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11842 on: 2024-10-23 21:22:21 »
Hi all! I am new here, and just installed the mod yesterday from 7th Heaven launcher. Is the RNG for Yuffie still the same here? I have been trying to get her, and at Mt. Nibel now and she hasn't spawned yet. Thank you!
« Last Edit: 2024-10-23 21:24:22 by amatiramisu »

rufusluciusivan

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11843 on: 2024-10-24 07:09:41 »
Hi all! I am new here, and just installed the mod yesterday from 7th Heaven launcher. Is the RNG for Yuffie still the same here? I have been trying to get her, and at Mt. Nibel now and she hasn't spawned yet. Thank you!

Hello. You must have encountered a bug. In New Threat, Yuffie isn't optional anymore. She joins the team automatically in Kalm, after Cloud's flashback. (There's an added scene.) If you have other mods enabled on 7th Heaven, I'd wager one of them is in conflict with New Threat. If you have a save before Cloud's flashback, I suggest disabling all mods save for New Threat, and load the save to trigger Yuffie's cutscene. (Personally, when playing New Threat, I barely use other mods just in case.)

Kitaka

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11844 on: 2024-10-27 21:08:04 »
Hey, I've got three questions:
1: which file you have to modify to change a character's innate? E.g. if I wanted to remove "deathblow" from Cloud's innate, or have Tifa "reanimate" with 100HP instead of 1HP.

2: is it possible to change weapon models? Let's say I wanted Cloud to use the Masamune model (Sephiroth's sword) for his Yoshiyuki weapon.

3: how do you change the placement of collectible Materia on the field? New Threat changes around some of the Materia, and Type B even adds completely new placements (like Counter Attack in the first reactor mission).

thank you for the amazing mod, btw. It's really nice to have a fresh experience for the game

Miles Lucis

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11845 on: 2024-10-28 17:02:19 »
random question, why cant i send a personal message to Sega Chief? Im new to this forum and everytime i click the link for sending a message i just get an error.

Hi Sega Chief, ive been playing your NT 2.0 mod for months and enjoy diving into all the intricacies the mod has done for the gameplay and i wanted to share some things with you if thats ok.

Let me know. Thank you
« Last Edit: 2024-10-28 17:11:37 by Sega Chief »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11846 on: 2024-10-28 17:09:40 »
(Sorry for late replies)

Found a possible bug related to the mod.

In the temple of the ancients, when you go to the pink pool and see the flashback with Tseng and Elena. Dialog does not come up at all. You can advance the scene but no dialog shows up.

Ah yeah, that's to do with I think a graphical mod.

Hello! First of all I would like to say I really love this mod! I'm playing FFVII for the first time and thoroughly enjoying it. Thank you for the hard work!

Now my problem is: I can't find the Break materia. It says in the Items & Materia Placements document that I can either find it in Midgar Raid Train Tunnel or in Bone Village in disc 3. I've apparently missed it in Midgar, and am now in disc 3 looking all over for it. But I can't find it in Bone Village. I've dug everywhere where there is supposed to be treasure according to guides. I've tried digging randomly as well, but I got nothing.

I have a small suspicion it's a bug, because I found an extra copy of Bahamut Zero by digging, despite already having it. Maybe I was supposed to get the Break materia, but the game gave me the wrong materia?

Anyone have any idea if I'm missing something here?

I checked, it does seem to be there along with Bahamut ZERO and Phoenix; it seems to share the same dig location as the Dragoon Lance.

Hello, im new here running again ff7, im checking about "new threat 2.0 vanilla combat" from 7th heaven, got interested due to the changes mentioned in script and the posible change in the temple scene.
i got a couple of questions about it, where i can find a guide for it and if with the version im using ill get access to the mentioned before, since im not really interested in the rebalance part, just the changes and scenes added. i saw some comments about A and B option, but never saw such option, and also whats the difference between them.

Im a bit lost atm, thanks in advance.

I think vanilla combat doesn't have the Type A/Type B routes because of all the different encounters on Type B, so it just uses Type A I believe.

The Aeris thing at the end of Disc 1 is available on vanilla combat, but was modified to deal with the vanilla encounter; some dialogue appears after the battle to make the decision instead of it being done within the battle itself.

Hi all! I am new here, and just installed the mod yesterday from 7th Heaven launcher. Is the RNG for Yuffie still the same here? I have been trying to get her, and at Mt. Nibel now and she hasn't spawned yet. Thank you!

Yuffie joins in a mandatory cutscene in Kalm, if shes not there then something has gone very awry, or perhaps the mod was installed after this point.

Hey, I've got three questions:
1: which file you have to modify to change a character's innate? E.g. if I wanted to remove "deathblow" from Cloud's innate, or have Tifa "reanimate" with 100HP instead of 1HP.

2: is it possible to change weapon models? Let's say I wanted Cloud to use the Masamune model (Sephiroth's sword) for his Yoshiyuki weapon.

3: how do you change the placement of collectible Materia on the field? New Threat changes around some of the Materia, and Type B even adds completely new placements (like Counter Attack in the first reactor mission).

thank you for the amazing mod, btw. It's really nice to have a fresh experience for the game

Innates are unfortunately handled through Character AI in the Kernel.bin, the tool for which does not have a ready copy-paste function (unlike the scene.bin editor for enemies, which uses the same AI editor but with extra features like that). Changing them will be a case of copying all the values into notepad, deleting them, then manually readding the desired innate one value at a time.

Weapon models can be changed more easily but requires tools like Luksy's ULGP or similar; unpacking the battle.lgp and then renaming some files should do the trick. In this case, you want to make a copy of the file called SACK (this is Sephiroth's Masamune) and rename it to RTCK (cloud's buster sword). The files that go from RTCK to RTCZ are all of Cloud's weapons and can also be replaced in this way, just bear in mind that RTCZ, the Ultima Weapon, applies some hard-coded shading effects to represent its HP property; changing the damage formula in the Kernel.bin will not disable this shading filter.

For materia placements, you use the Makou Reactor tool; there are some steps. The first is to set a group for the materia, this is to store scripts and set a model + anim to. The 2nd is to set the scripts so that the materia model is placed on coordinates on the map, and handles the interact event of picking it up and acquiring it. You can generally copy a Materia's 'group' and paste it onto another field provided there are less than 16 model groups on it already, then update the values like Group Id, add a model, placement coordinates etc. as needed.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11847 on: 2024-10-28 17:11:45 »
random question, why cant i send a personal message to Sega Chief? Im new to this forum and everytime i click the link for sending a message i just get an error.

Hi Sega Chief, ive been playing your NT 2.0 mod for months and enjoy diving into all the intricacies the mod has done for the gameplay and i wanted to share some things with you if thats ok.

Let me know. Thank you

Ah hello, the forum is a bit old so it has some security stuff to protect it against bots. I think new members can't send DMs until they've made X amount of posts in the threads or something. When you unlock DMs by posting, feel free to send one.

Miles Lucis

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11848 on: 2024-10-28 17:16:43 »
Ah hello, the forum is a bit old so it has some security stuff to protect it against bots. I think new members can't send DMs until they've made X amount of posts in the threads or something. When you unlock DMs by posting, feel free to send one.

Ah, got it. thank you for letting me know. i just wanted to share some of the spreadsheets i created for NT 2.0 and wanted to know if you wanted to put them into your documentations file for everybody.

I also have been documenting some slight imbalances throughout my multiple playthroughs that i wanted to bring to your attention also whenever you get the chance. or whenever i get to the point where the forum will allow me to send DMs. LOL.

most of the things ive been researching have all been done on the Type A playthrough but im sure everything is mostly the same for Type B so i didnt really bother with testing on there.

Miles Lucis

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11849 on: 2024-10-28 17:20:36 »
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)

i posted this a few months ago but your were gone during that time. here is my original post in case you wanted a head start as to what i was researching at the time. i have done much more since then of course. sorry for all the messages.