Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)  (Read 6238867 times)

grake

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11950 on: 2025-08-01 03:15:51 »
From 2016, Relic Ring gives Auto-Wall (like a Protect Ring), +20 to Strength & Magic, as well as defending against Dual-Drain and Manipulate (used by some bosses). It will also absorb Hidden...but also Restorative; so if you use it, make sure to have some alternate means of healing (absorb Fire, for instance, using an Elemental Materia).

I realized this was for v1.4. What did you change relic ring's effects? It looks like you changed it to max vit and spr out instead of auto wall. No +20 str/mag... I assumed it was too much? It looks like absorb death and being undead. Am not sure about ???? yet.

I would like to give feedback if you plans to update NT mod. I am not sure if you would like to boost monsters' hp more like x1.5 or x2? I read the past posts and you explained that boosting hp would mess up on some systems. I hope 1.5 or 2 are ok to boost monsters' hp. I feel it was so easy to take it down. Monsters' stats for str and mag are still pretty good enough to beat my team up.

Is it possible for you to add a npc or something to let me know that I have more sidequests to look up after airship's npc with sidequests explanation?

I feel you gave SO much +dex on weapons. More elements or boost hp/mp?

If I don't want SP upgrade, but I would like to have small stats natural growth... Is there a chance for you to have this similar idea to your mind? It is probably good idea to ask in the new game screen before start a game, for instance, pick to depend on SP upgrade or small stats natural growth that you can't change after picking. NO source items if no sp upgrade. 

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11951 on: 2025-08-05 13:25:46 »
From 2016, Relic Ring gives Auto-Wall (like a Protect Ring), +20 to Strength & Magic, as well as defending against Dual-Drain and Manipulate (used by some bosses). It will also absorb Hidden...but also Restorative; so if you use it, make sure to have some alternate means of healing (absorb Fire, for instance, using an Elemental Materia).

I realized this was for v1.4. What did you change relic ring's effects? It looks like you changed it to max vit and spr out instead of auto wall. No +20 str/mag... I assumed it was too much? It looks like absorb death and being undead. Am not sure about ???? yet.

I would like to give feedback if you plans to update NT mod. I am not sure if you would like to boost monsters' hp more like x1.5 or x2? I read the past posts and you explained that boosting hp would mess up on some systems. I hope 1.5 or 2 are ok to boost monsters' hp. I feel it was so easy to take it down. Monsters' stats for str and mag are still pretty good enough to beat my team up.

Is it possible for you to add a npc or something to let me know that I have more sidequests to look up after airship's npc with sidequests explanation?

I feel you gave SO much +dex on weapons. More elements or boost hp/mp?

If I don't want SP upgrade, but I would like to have small stats natural growth... Is there a chance for you to have this similar idea to your mind? It is probably good idea to ask in the new game screen before start a game, for instance, pick to depend on SP upgrade or small stats natural growth that you can't change after picking. NO source items if no sp upgrade. 


Relic Ring currently in 2.0 has these effects:
+255 Vitality & Spirit
Blocks KO, Sleep, Poison, Confu, Silence, Frog, Mini, Gradual-Petrify, Petrify, Regen, Dual-Drain, Death Sentence, and Blind
Absorbs Poison, Gravity, ???? (Hidden), and Restorative elements

I think I took the Str/Mag off it so I could max the character's defences as accessories only allow for 2 stats to be raised (Curse Ring has a built-in effect to raise other stats when applying the death sentence at the start of battle).

Regarding the feedback:
1) I'm wary about raising enemy HP as a pitfall I fell into with earlier versions was that I'd test bosses with a fairly optimised party that was using elemental weaknesses & equipment that bolstered their offence stats. Even with the tweaks to things like critical-hit damage & elemental weakness damage multipliers, the time it takes to complete an encounter can vary wildly depending on what the player has equipped. I'll be aiming to make a proper hard mode for a future patch though where I can probably tune enemies to be a little bulkier.

2) I can maybe try and set that NPC's dialogue to mark off completed sidequests or something.

3) I'm currently rebalancing everything for an upcoming patch; the way I've budgeted stats on weapons, armour, and accessories there should be less Dexterity generally on weapons. Armours as well have far less stat boosts on them in the WIP patch than the current build.

4) Characters do have natural stat growth in 2.0; like the base game, the highest these can go is 100 and they increase by a varying amount at each level up. Each stat has a minimum and maximum possible value (usually about 10 or so difference). The max values they can get through stat growth alone is below:

Meical

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11952 on: 2025-08-19 14:01:17 »
Does this mod effect any UI textures? I'm using Aavock UI and its icons, but when I use New Threat Combat Only, it removes the icons from the game.  I made sure NT loads under Aavock, but it didnt resolve the issue.  The icons return if I load NT after EUI, but I get warnings about the load order not being correct.  I should dont I am allowing 7th Heaven to auto arrange the load order and then fine tuning to get a specific result.  The mod does seem to work despite its load order.
« Last Edit: 2025-08-19 14:06:57 by Meical »

AlaDoucheSG

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11953 on: 2025-08-23 12:47:00 »
I'm stuck and hoping that there's a way out of this, because I just fought two really hard fights back to back before being able to save and I'd love to not have to do it again. Any thoughts? I'm assuming I'm going to have to reload my latest save, because I can't get out of the wall.
https://imgur.com/a/SLUm193
« Last Edit: 2025-08-23 12:49:15 by AlaDoucheSG »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999991)
« Reply #11954 on: 2025-08-23 15:11:31 »
Does this mod effect any UI textures? I'm using Aavock UI and its icons, but when I use New Threat Combat Only, it removes the icons from the game.  I made sure NT loads under Aavock, but it didnt resolve the issue.  The icons return if I load NT after EUI, but I get warnings about the load order not being correct.  I should dont I am allowing 7th Heaven to auto arrange the load order and then fine tuning to get a specific result.  The mod does seem to work despite its load order.

NT has button icons that it adds, so it does change one of the UI files.

I'm stuck and hoping that there's a way out of this, because I just fought two really hard fights back to back before being able to save and I'd love to not have to do it again. Any thoughts? I'm assuming I'm going to have to reload my latest save, because I can't get out of the wall.
https://imgur.com/a/SLUm193

What happened exactly? Did you load in that position or did you get yourself wedged in there while moving around? Only thing I can think of is to perhaps download and run a trainer to see if it has a way of moving your current position, I think mav's ultima might be able to do it.
https://forums.qhimm.com/index.php?topic=28379.0

If it can't hack your position, then what it can probably do is help you skip past the battles you fought easier by adjusting the enemy HP down to 1 or something.
« Last Edit: 2025-08-23 15:13:25 by Sega Chief »

AlaDoucheSG

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999991)
« Reply #11955 on: 2025-08-23 15:51:14 »
I walked into there, didn't load into it. I'll check it out, or I'll just do the fights again. Ugh, there were two boss fights since my last save, that I've died like 4 times to.  :cry:

Nuki

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999991)
« Reply #11956 on: 2025-08-30 01:03:43 »
Congratulations on this fantastic mod. I'm reliving my favorite game as if it were the first time!
« Last Edit: 2025-09-06 09:01:46 by Nuki »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11957 on: 2025-09-06 19:35:38 »
Congratulations on this fantastic mod. I'm reliving my favorite game as if it were the first time!


Cheers; I've got some more planned with this coming in the future.

xep

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11958 on: 2025-09-09 20:55:25 »
Cheers; I've got some more planned with this coming in the future.

hi. my first post here.
made an account to ask u  somethin, plus spark some creative desire in u

dude ur mod rulez. big time.
but it is time for more, MORE , more i say. lol
i would like to see more story mod , expanded etc, it would be legit.

also i want to make my own story mod, cant find guides, but ur mod has shown me what iz possible
so i want to make one, but after a full playthrou of ur mod.

i seem to make people angry in the moddin scene coz i want to make a mod
so i dont want to ask anybody. but where did U learn how 2 use these toolz

are they ez to use
or do they require computer programmer knowledge

dude i am serious about wanting to make own mod.
a quick ban from discord which i suspect i would of got if i reacted to some rood people there
would be disrespect to my dream. i have a good story in mind, totally unique mod

i need answers about how plausable it iz for me to use these toolz without immense frustration
i dont plan to go into chatrooms coz people suck
i need articles or guides or something to read to learn the toolz.

peace out. if im ban so long guys. l8r

Bonez

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11959 on: Yesterday at 03:46:08 »
i seem to make people angry in the moddin scene coz i want to make a mod

The way you type probably has a lot to do with it. Try typing more like an adult and less like someone texting on a Nokia 5160 in 2003. It's pretty irritating trying to read your post.

It's actually a rule here you can find on our rules page: https://forums.qhimm.com/index.php?topic=11578.0

Quote
Learn to use grammar and punctuation. Use of a spell checker is a good idea as well. "lol y evrone noes wat im sayin :?: :?: lol" is not an acceptable way of writing. Remember a well worded post shows respect to the people that are reading it.

Please take the time to read through and follow the rules of posting etiquette as well as all the other rules and you'll have no issues here.
« Last Edit: Yesterday at 04:07:06 by Bonez »

Heru

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11960 on: Yesterday at 14:48:27 »
hi. my first post here.
made an account to ask u  somethin, plus spark some creative desire in u

dude ur mod rulez. big time.
but it is time for more, MORE , more i say. lol
i would like to see more story mod , expanded etc, it would be legit.

also i want to make my own story mod, cant find guides, but ur mod has shown me what iz possible
so i want to make one, but after a full playthrou of ur mod.

i seem to make people angry in the moddin scene coz i want to make a mod
so i dont want to ask anybody. but where did U learn how 2 use these toolz

are they ez to use
or do they require computer programmer knowledge

dude i am serious about wanting to make own mod.
a quick ban from discord which i suspect i would of got if i reacted to some rood people there
would be disrespect to my dream. i have a good story in mind, totally unique mod

i need answers about how plausable it iz for me to use these toolz without immense frustration
i dont plan to go into chatrooms coz people suck
i need articles or guides or something to read to learn the toolz.

peace out. if im ban so long guys. l8r
Scarlet and makou reactor are the starting programs I would recommend. I started a project with those and its turning out well. You just need some trial and error along with it to learn enough make a mod. You don't need to know how to code unless you plan on hex editing.

wexibep

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11961 on: Today at 11:42:11 »
Hi

Really enjoying NT 2.0.

Was wondering if there could be a possiblity of adding the relaxed mode difficulty modifier into the combat only version of NT 2.0 thats in the regular NT 2.0 version. I would love if mr smiley could somehow also get added into the combat only version as well.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11962 on: Today at 15:09:36 »
hi. my first post here.
made an account to ask u  somethin, plus spark some creative desire in u

dude ur mod rulez. big time.
but it is time for more, MORE , more i say. lol
i would like to see more story mod , expanded etc, it would be legit.

also i want to make my own story mod, cant find guides, but ur mod has shown me what iz possible
so i want to make one, but after a full playthrou of ur mod.

i seem to make people angry in the moddin scene coz i want to make a mod
so i dont want to ask anybody. but where did U learn how 2 use these toolz

are they ez to use
or do they require computer programmer knowledge

dude i am serious about wanting to make own mod.
a quick ban from discord which i suspect i would of got if i reacted to some rood people there
would be disrespect to my dream. i have a good story in mind, totally unique mod

i need answers about how plausable it iz for me to use these toolz without immense frustration
i dont plan to go into chatrooms coz people suck
i need articles or guides or something to read to learn the toolz.

peace out. if im ban so long guys. l8r

There are no written guides that I know of, probably some YT videos here and there perhaps by Tsunamods.

The tools take time to learn and use; some things like editing weapon data can be done fairly quickly as it's just changing numbers, but other things like scripting a brand new story scene needs some familiarity with how the scripting works. I didn't have any resources beyond the wiki, so I had to learn how to use the tools through trial & error.

For the field scripting, using the tool Makou Reactor, the way I learned it was I picked a simple cutscene from later in the game and then tried to understand how it works; where the scene starts, how it triggers, the general flow of things happening throughout it; and then I'd try and add something to it using the same general structure that it uses.

Start simple by changing dialogue and the box that it appears in within the script; then try adding a brand new dialogue. Then try adding a new animation and calling it within the script. Things like that to build up.

One thing though; each group's scripts are arranged as follows:

S0 - Init: This runs when the field loads for every single group, and it only loads once; avoid adding any looping logic to Init or the game will hang trying to load. Character starting position coordinates and their ID are usually placed in Init.

S0 - Main: This runs on a loop once the field is loaded

S1 - Script 1-31: For regular groups, these are just ordinary script slots; they only run if they're directly called by another script:
Example:
Deactivate the movability of the playable character

S0 - Main
- Disables access to the main menu
- Execute script #3 in group tifa (No7) (priority 6/6) - Waiting for end of execution to continue
- Activate the movability of the playable character
- Enables access to the main menu
When the group called 'Tifa' finishes running their Script 3, it'll return and continue on from where it left off. Scripts can be called to run at the same time, in which case it won't wait and will carry on while the called script runs in tandem.

Location groups have a bit of different logic for scripts 1-6; these will be marked in Makou as OK, Move, Move, Go, Go 1x, and Go Away. These scripts will be executed when the player: Hit Confirm/OK when standing on the location, when the player moves onto the location, and when the player leaves the location (there's some cross over in functionality between Move and Go).

Hi

Really enjoying NT 2.0.

Was wondering if there could be a possiblity of adding the relaxed mode difficulty modifier into the combat only version of NT 2.0 thats in the regular NT 2.0 version. I would love if mr smiley could somehow also get added into the combat only version as well.

I could probably add relax mode to it; the source system though can't be added as it needs field scripting.