Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)  (Read 5706473 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99998)
« Reply #11900 on: 2025-02-16 01:57:38 »
Hello your chiefiness
So long time returner I wanted to ask you if you would still have the files or know where to find of 1.4___   I wanted to reexperience  actually maybe finish (I left like 3 super bosses left when my laptop brokedown) you made some changes in 1.5 specifically on the  Innates and I remember beating some bosses only bcuz I worked around those innates, like Cloud who had his HP and MP recovered at some point (so I could go all out twice) and barret now is also different, etc.

Is there anyway to access these 1.4 files?
I also wanted my brother to play it just the same way (Ive talked about the mod to him for years)

I only have this build for 1.4, from 3rd April 2016. I've no idea what condition this particular build is in, issues it may have, etc. but if you run into a serious issue that obstructs progress I can have a go at fixing it. This is a stand-alone installer though, so it'll hard-patch your FF7 install (steam or 1998). If it needs to be spun into an IRO I can probably do that, assuming I can get it to install.

https://mega.nz/file/KsMUDSaZ#Y8bhYQob-nC_QSTGjh_zU4ozI1V0YT_8PeWt-v3NtS0


Thanks so much for this quick fix! I just tested it and it worked like you said

No worries

Snowflake182

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99998)
« Reply #11901 on: 2025-02-19 00:11:13 »
I'm doing a playthrough of 2.0-B, and I came back to do yuffie's battle with godo 2, and it's soft locking during the dialogue afterwards. The only non cosmetics mods I have is "Postscriptthree's Gameplay Tweaks"

If it's of any import, I never did the pagoda battles, and it just let go straight to the top this time, which I thought was weird.

circle

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99998)
« Reply #11902 on: 2025-02-21 08:21:38 »
Hi again

The game has run pretty much fine since my earlier issue, but now I've run into another problem. I have the submarine but can't enter the sunken Gelnika - I move around it but nothing happens.

I'm not sure if this is a NT issue or not. I have had some issues with the game that feel like they're not NT related - mainly being unable to exit vehicles like the highwind and submarine. It always works eventually, but sometimes takes a dozen button presses and up to a minute.

Anyway, posting this on the off chance that it's a known problem or that it is a NT bug (I kind of suspect it's not, but idk!)

Edit: okay I'm just stupid. I haven't played the game for a while and I thought the red submarine was the Gelnika. It is not the Gelnika!
« Last Edit: 2025-02-21 10:42:08 by circle »

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99998)
« Reply #11903 on: 2025-02-22 07:41:18 »
I'm doing a playthrough of 2.0-B, and I came back to do yuffie's battle with godo 2, and it's soft locking during the dialogue afterwards. The only non cosmetics mods I have is "Postscriptthree's Gameplay Tweaks"

If it's of any import, I never did the pagoda battles, and it just let go straight to the top this time, which I thought was weird.

the pagoda bosses are missible. think the cut off point is return to midgar.  || you then go back up the pagoda  for leviathan scales which win off the other form of her dadshingoda' || thats normal and would not be the cause of the softlock

its more likely cosmetic mod specifically any field mod which is causing the issue.  i'd try disable those, if still softlocks post your ffnx log file.

justinjustin7

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99998)
« Reply #11904 on: 2025-02-24 02:08:57 »
After a bit of investigating an issue I was having with postscriptthree's tweaks all+steal enabled materia combo, it seems the issue is with new threat (at least if a comment I found on the nexus mod page from 2023 is to be believed); is there any chance this will be fixed? If not, I won't be upset about it or anything, just figured that it was better to simply ask than to scour the over 400 pages of forum posts to only maybe find an answer.

wk1

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99998)
« Reply #11905 on: 2025-02-24 07:56:16 »
My game crashes after midgar highway boss fight. I have installed new threat + the reunion mod together and I am using the steam release game. here are the error logs

[32] Error: *** Exception 0xc0000005, address 0x769d82 ***
[32] Error: in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[32] Error: at ±— p4, address 0x0
[32] Error: in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[32] Error: at ±— p4, address 0x0
[32] Error: in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[32] Error: at ±— p4, address 0x0
[32] Error: in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[32] Error: at ±— p4, address 0x0
[32] Error: in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[32] Error: at ±— p4, address 0x0
[32] Error: in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\DDRAW.dll
[32] Error: at D3DParseUnknownCommand, address 0x500241a0
[32] Error: in E:\SteamLibrary\steamapps\common\FINAL FANTASY VII\FF7_EN.exe
[32] Error: at D3DParseUnknownCommand, address 0x500241a0
[32] Error: in C:\WINDOWS\System32\KERNEL32.DLL
[32] Error: at BaseThreadInitThunk, address 0x76cffcb0
[32] Error: in C:\WINDOWS\SYSTEM32\ntdll.dll
[32] Error: at RtlGetAppContainerNamedObjectPath, address 0x77028190
[32] Error: in C:\WINDOWS\SYSTEM32\ntdll.dll
[32] Error: at RtlGetAppContainerNamedObjectPath, address 0x77028190
[32] Error: Unhandled Exception. See dumped information above.

TSC88

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99998)
« Reply #11906 on: 2025-03-03 13:19:13 »
I missed the Wiser staff, is the only place to get this in Corel? I checked the spreadsheet and that's only thing on it but a few weapons i've morphed and that wasn't on sheet

Delitta

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99998)
« Reply #11907 on: 2025-03-04 07:55:28 »
In corel Are Mamatolis and the items missable, I decided to first go into corel town to see if I could buy something with more materia slots before the fight, went outside corel to save and then back to the mamatolis area, it didnt proc nor did the item taking

Dalkil

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99998)
« Reply #11908 on: 2025-03-23 22:28:15 »
Hi! I remember when I played the 1.5 version of NT. It was an awesome and traumatic experience. Now, several years later, I'm playing 2.0 route B hard mode. Since the only problem I'm having for now is money, I have a question:

So far, if I were to play "normal" difficulty in 2.0 B path, how much of a challenge would it be in comparison to that savage 1.5 New Threat?

In case 2.0 normal mode and hard mode are not as difficult as NT 1.5, is there any compatible mod to make it as hard as I remember that version?

Thanks for you work and this great mod!

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99998)
« Reply #11909 on: 2025-03-25 07:58:37 »
Hi! I remember when I played the 1.5 version of NT. It was an awesome and traumatic experience. Now, several years later, I'm playing 2.0 route B hard mode. Since the only problem I'm having for now is money, I have a question:

So far, if I were to play "normal" difficulty in 2.0 B path, how much of a challenge would it be in comparison to that savage 1.5 New Threat?

In case 2.0 normal mode and hard mode are not as difficult as NT 1.5, is there any compatible mod to make it as hard as I remember that version?

Thanks for you work and this great mod!

you can add noexp and do a level6 run if you want to up the 'difficulty' barret and tifa will be lvl7 rest party level6.  I will note that v2 is not really a difficulty mod as such, its more strategic.
gil can be ontained all area's of the game via steals and/or morphs usually morphs being the better (especially against bosses).

You can try postscripthree mod and give the enemies a lvl/hp boost ontop of the above. just dont enable any of the other options which could make for an easier time.

most simular bosses between v1.5 and v2 the v2 counterpart is nerfed somewhat with one exception
Spoiler: show
 the red materia cave battle is actually VERY slightly harder in v2 than v1.5 due to the removal of able to sleep shinryu 


ps SP upgrades - dont bother to use them if want slightly more of a challenge from costa de sol onwards :)

Alamei

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11910 on: 2025-03-31 03:34:59 »
(Regarding the Twin Viper) I had a look but I couldn't find it anywhere, so the documentation is wrong. I'll probably add it to the shinra mansion in the next patch as I think that's where it's supposed to be power-wise, otherwise it can be acquired from the shops in Junon after acquiring the Highwind (which is admittedly a bit too late).

Did the Twin Viper ever get added to the Shinra Mansion as is described in the documentation? I looked all over the place in the current patch (v2.099998), and I couldn't seem to find it anywhere, either.

Kanelbulle

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99998)
« Reply #11911 on: 2025-04-02 21:50:43 »
Hello, hope this is the correct place.

I've been playing New Threat 2.0 (A) the past weeks and to be honest, I'm over the moon. It's by far the best straight upgrade to any game I've every played. I've been yapping about it to my friends for about as long - this is the way I recommend FF7 to be played, easily. So all thanks for this. <3

I have not run into almost any issue throughout the whole playthrough without any issue, despite playing around with quite a collection of mods (I'll see if I can attach the list) of all categories except music - but today I got one slapped in the face and it's quite late. So late I'll put it in spoilers...

Some metadata can be in public view, but I honestly have no idea what info can even be helpful here:
- New Threat 2.0 v2.099998
- All SP upgrades used.
- Hard Mode enabled from the start.
- Currently switched off the battle music though I kept it on for 80% of the playthrough.
- 99:59 played (at least 20h is non-playtime).
- I probably have 100-200 saves because why not.

So anyway, spoiler warning, but...
Spoiler: show

Aerith alive.
I beat Sephiroth once.
Been using Cloud/Tifa/Cid as party leaders based on whim.
I have beaten the Caith Sith fever dream.
Gelnika cleared.
All Lv4 limits acquired.
Only missing Venus Gospel of the ultimate weapons.
Got a gold Chocobo from breeding.
~25M Gil.
Beat Ozma

I haven't beaten Emerald/Ruby weapon yet. Since I don't know the secret boss' power level I wanted to check it first.

I've likely missed a few things here and there, but generally I've been pretty thorough. Not seen an issue like this before at all.

I fixed all of the Master Materias from their caves (consequently beating the four encounters) and read about the secret boss (Calamity? Don't know who it is but the name keeps popping up). Proceeded to get smacked by Ozma then smacked it. The save crystals in the North Cavern Hatchery all say "Awoken". Got the ???? item (a Save Crystal according to Black Chocobo ;)), but when I use it I am teleported to the correct place, where Barret is getting confused by what is happening at the end of the Whirlwind Maze. However, the game starts playing like normal from that point, despite being really confused about what FMVs are supposed to be playing, and I gave up around the point where Tifa is restrained and Aerith smacks Scarlet with a chair.

It's not the easiest to search for, but it seems as if there's supposed to be a scene in that place with Cloud, Sephiroth and some people I don't recognize, after which the fight is supposed to start. Whereas I seem to loop back to a much earlier point (on Disc 2, as well, despite being on Disc 3. :D). So I guess some warp index is incorrect but I have no idea where or how to start debugging it, nor what I'm looking for. So any info is appreciated. I really wanna try the fight. :)

Oh, and this happens even if I disable all other mods except NT 2.0. So I guess the save file might have the issue itself.


Couldn't figure out how to attach files - I'm a new user so that could be why.

Thanks!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11912 on: 2025-04-05 13:27:44 »
Did the Twin Viper ever get added to the Shinra Mansion as is described in the documentation? I looked all over the place in the current patch (v2.099998), and I couldn't seem to find it anywhere, either.

It should be upstairs in the room with the bookcase stairwell; the triggers for it seem to be correct but is this chest missing/already opened?



***
Mod updated to 2.099999; I fixed the triggers for the secret battle on Disc 3.

Bojankety

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99998)
« Reply #11913 on: 2025-04-07 01:46:15 »
I missed the Wiser staff, is the only place to get this in Corel? I checked the spreadsheet and that's only thing on it but a few weapons i've morphed and that wasn't on sheet

Any weapons you missed throughout Disc 1 can be purchased at the shops in Junon after the event of the Whirlwind Maze and stealing the Highwind.
Most weapons anyway.
« Last Edit: 2025-04-07 14:19:26 by Bojankety »

Bojankety

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)
« Reply #11914 on: 2025-04-07 01:50:11 »
Did the Twin Viper ever get added to the Shinra Mansion as is described in the documentation? I looked all over the place in the current patch (v2.099998), and I couldn't seem to find it anywhere, either.

The Twin Viper should definitely be in the Shinra Mansion on the same screen as the hidden spiral staircase that leads to the basement. i just loaded up the game since coincidentally i have a save file there and the Twin Viper chest is definitely there.
Let Sega Chief know if you are still having issues on your end though. Therefore, the documentation is correct.
« Last Edit: 2025-04-07 01:56:45 by Bojankety »

Sephka

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11915 on: 2025-04-07 19:56:52 »
Hi there SegaChief!
First, sending the greatest of thanks for making such a fantastic and well thought out mod. I really love what you've done here, and it was a pleasure to play through again for the 2.0. version (I think I previously played 1.4? It had the dark cave in Forest of the Ancients, unfortunately I could never get that section to work)

Anywhoos, before I digress further. There are a couple of items I'm confused about, as well as the secret hidden boss (I had already completed the materia caves before I installed the last update)
The first item is the '????'. I tried a few times using it in the North Crater. I didn't really know what I was doing with this item honestly. The other one was the Jenova Cell (maybe not the correct name, but I'm sure you'll know what I mean)
I think this was a battle item. Is there a specific reason / instance to use this?

I had an absolute blast playing through the game on 2.0. having finished up today. I just wish these two items were a little less cryptic. I'll forever be curious about the Dark Cave. It would be cool to see that implemented if possible.

Thanks again, and wishing you all the best!

Phyore

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11916 on: 2025-04-08 19:43:50 »
Needing some help, one of the Silver Chocobo clues is leading me back to Corel Prison, but I can't access it again. How do I go about completing this one? Or do I need to restart to do it now I have the "knowledge" for it?

Bojankety

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11917 on: 2025-04-09 04:45:35 »
Needing some help, one of the Silver Chocobo clues is leading me back to Corel Prison, but I can't access it again. How do I go about completing this one? Or do I need to restart to do it now I have the "knowledge" for it?

Corel prison is a one time visit unfortunately. The only way to go back to the Corel Prison again, you would most likely have to start a fresh game if you dont happen to have a save already there. Or you can try using a save editor to teleport you there but i am not familiar with how to use them.

Phyore

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11918 on: 2025-04-10 21:47:08 »
Corel prison is a one time visit unfortunately. The only way to go back to the Corel Prison again, you would most likely have to start a fresh game if you dont happen to have a save already there. Or you can try using a save editor to teleport you there but i am not familiar with how to use them.

Ahh so the Chocobo clues are meant for a new run through then I guess

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11919 on: 2025-04-11 03:42:38 »
Ahh so the Chocobo clues are meant for a new run through then I guess

As of the latest update, there's no longer any chocobo clues and the boss fight is unlocked by completing the four materia caves so it can be done on the same playthrough.

Bojankety

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11920 on: 2025-04-12 00:54:33 »
As of the latest update, there's no longer any chocobo clues and the boss fight is unlocked by completing the four materia caves so it can be done on the same playthrough.

Id say a very fair compromise indeed. Most new players who try out NT would probably miss out on completing these riddles their first time through unless they know of their existence beforehand..
I can always send you updated documentation to reflect any changes/patches you implement. Just let me know.

Aephyn

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11921 on: 2025-04-13 12:55:00 »
I'm playing through the mod for the first time (great work, by the way) and have just finished the temple of the ancients. I've done every round of Fort Condor except for one, and my reward every time has been a lucky pill. As far as I'm able to tell from the documentation and researching around, I should be receiving other items, even in this mod. Is this intended, or did something break in my playthrough?

HashtagHamster

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11922 on: 2025-04-25 12:41:20 »
Just playing through New Threat 2.0 for the first time and it's fantastic. Just a quick question though about the Enemy Skill materia.

From the documentation and watching others play the mod, it seems that you're only meant to have access to one Enemy Skill materia, the one equipped to Red XIII. However, I've found a second one at the Respectable Inn in Junon. I'm not using any other gameplay altering mods, only graphical ones. Someone else also seems to have had this issue. Just wondered if this was an intended change in the latest updates (I checked the patch notes and couldn't see anything), or if it's a known glitch, and will it mean that the rest of the game could be affected?

For the record, I'm running 2.099999 via Seventh Heaven, mode B on hard difficulty. Thanks in advance.
 
« Last Edit: 2025-04-25 12:45:23 by HashtagHamster »

WhoDidThis

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11923 on: 2025-04-29 00:54:59 »
I've been playing New Threat 1.5 and can I say, it's way too hard.  It's ridiculous, in fact. 

I've been trying to defeat the Thousand Gunner boss(es!) and this thing is just absurd.  I can hardly get a hit in before I'm attacked, I can barely damage  this boss and I'm getting fed up.

This mod is a chore, not fun and for the first time ever is making me want to quit an FF7 playthrough.

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11924 on: 2025-04-29 08:09:46 »
I've been playing New Threat 1.5 and can I say, it's way too hard.  It's ridiculous, in fact. 

I've been trying to defeat the Thousand Gunner boss(es!) and this thing is just absurd.  I can hardly get a hit in before I'm attacked, I can barely damage  this boss and I'm getting fed up.

This mod is a chore, not fun and for the first time ever is making me want to quit an FF7 playthrough.

Spoiler: show
morph APS use that item
on the thousand gunner nice quick method for the above boss :)

the area's directly proceeding the a boss, between steals morphs and drops have everything you require for a particular boss don't be afraid to experiment a little with status effects those can be extremely useful.  materia + equipment matters somewhat