Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)  (Read 6573535 times)

anti_ohme

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11975 on: 2025-09-23 22:45:59 »
Game crashed the moment I (think) I killed carry armor, using Cid's Hyper Jump limit break. Limit animation played out but right when the dmg numbers were about to appear, game crashed. Is this happening to anyone else?

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11976 on: 2025-09-24 06:35:37 »
Game crashed the moment I (think) I killed carry armor, using Cid's Hyper Jump limit break. Limit animation played out but right when the dmg numbers were about to appear, game crashed. Is this happening to anyone else?
known bug with og.. something to do with immunity to instant ko. texture buffer flow.  some upscales make the problem show up a little more frequently. anyhow would suggest your careful with that particular limit break against bosses.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11977 on: 2025-09-24 16:25:50 »
Am I being Mandela Effected? I'm playing on Steam Deck and am at the Temple of Ancient clock puzzle. Decided to do it manually because why not and I just keep falling off the hands by walking off lol. It's super annoying. But I thought the only thing that would knock you down is the second hand? Is this a change to New Threat or am I misremembering heavily?

Also thank you for the mod and all your hard work over the years!

It should be the same as vanilla; if the seconds hand (the one moving) touches the player then it knocks them off; shouldn't be possible to just walk off the hour/minute hand. Do you have any mods on like 60fps or similar? I'll have a look at it just in case.

Hi, guys! I'm currently playing New Threat 2.0 combat only, which I'm enjoying a lot, but I'm finding the same problem in a lot of fights: the enemies are getting out of MP so they can't use most of their attacks. Any workaround for this?

Thank you for the amazing work.

That sounds odd but I think this popped up recently with Guard Scorpion; do you have any examples of which enemies/bosses this is happening to so I can look into them?

Howdy guys. First i want to say THANKX a lot everyone who created that magnificend mod. Finaly my childish Aerith Trauma will be resoleve.
But my english little rusty and i confusing sometime so i have a question. I Instal NT 2 Manually by donloader but i watch some stream and watch very Impressive graphic changed mod so i decided re-install it by 7zheaven but small question, that mod part of list from first topic of that theme or i need install it and add manually? Because i absolutley sure Tsunam Mod incompatibility with NT but something like that (sorry again like i say my english not good

Graphical mods can be installed independently; tsunamod's echo-7 is just the voice acting and script changes, the graphics for backgrounds and models can all be used as separate mods/IROs.

Game crashed the moment I (think) I killed carry armor, using Cid's Hyper Jump limit break. Limit animation played out but right when the dmg numbers were about to appear, game crashed. Is this happening to anyone else?

Just a bit more info on this; in the PC version and the Steam port, there's a bug in the graphics driver used with some attacks where a crash or odd effects will occur. Hyper Jump was one of the more well-known ones, and I think Big Brawl is also bugged (Quake3 can also take on menu textures, and some transparency effects will start to malfunction after repeat uses). I thought these were fixed with the FFNx driver that 7th heaven uses but if you're on regular Steam then this issue is definitely still there; I swapped Dragon & Hyper Jump in the Limit Break list for this reason.

demitzmf

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11978 on: 2025-10-23 00:06:53 »
Any fix for wutai fire? i did all subquest beating everyone at the tower, i have yuffie with leviathan but nothing happens at the cave. playing 2.0 on spanish and i tryed english version but dosent work!

javisanchez1234567

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11979 on: 2025-10-23 22:53:00 »
Hi Sega. I've played NT version 1.5 twice. I recently learned that version 2.0 also has a Spanish translation, which is a motivation to play it a third time. However, I'd like to include True Wait mode. The problem is that with haste + slow the attack ratio changes to 4:1, which makes the difficulty extremely low. I've roughly calculated how much speed should be given and taken away so that the spells are roughly as strong as with vanilla wait mode. I think haste should give +33% and slow -25% so that the spells don't break the game. Do you know how to do this? Or should I forgo True Wait if I don't want to unbalance the game? Thx

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11980 on: 2025-10-28 19:45:09 »
Any fix for wutai fire? i did all subquest beating everyone at the tower, i have yuffie with leviathan but nothing happens at the cave. playing 2.0 on spanish and i tryed english version but dosent work!

The sacred fire cave I believe needs Leviathan's Scales key item rather than the Leviathan Summon; you can get this on Disc 3 when returning to the Pagoda and taking on Godo in a rematch.

Hi Sega. I've played NT version 1.5 twice. I recently learned that version 2.0 also has a Spanish translation, which is a motivation to play it a third time. However, I'd like to include True Wait mode. The problem is that with haste + slow the attack ratio changes to 4:1, which makes the difficulty extremely low. I've roughly calculated how much speed should be given and taken away so that the spells are roughly as strong as with vanilla wait mode. I think haste should give +33% and slow -25% so that the spells don't break the game. Do you know how to do this? Or should I forgo True Wait if I don't want to unbalance the game? Thx

I don't know where the ATB modifiers for Haste and Slow are, I'm afraid.

Ranzera

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11981 on: 2025-10-29 09:39:52 »
Hey, thanks for making this mod. I've been enjoying it.

I'd like to report a minor bug. The wonder catcher mini game at the Gold Saucer gives you a potion when it says you've won a hi-potion.

javisanchez1234567

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11982 on: 2025-10-29 12:09:02 »
The sacred fire cave I believe needs Leviathan's Scales key item rather than the Leviathan Summon; you can get this on Disc 3 when returning to the Pagoda and taking on Godo in a rematch.

I don't know where the ATB modifiers for Haste and Slow are, I'm afraid.

No problem. Vanilla system work fine. I'm too ambitious  :D

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11983 on: 2025-10-29 15:55:06 »
Hey, thanks for making this mod. I've been enjoying it.

I'd like to report a minor bug. The wonder catcher mini game at the Gold Saucer gives you a potion when it says you've won a hi-potion.

Ah I prob didn't update the text; will fix.

lionheart82

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11984 on: 2025-10-31 18:56:12 »
Hi dear Sega Chief, been a few years since I last played your best boy mod. Gotta say, a LOT of mods have improved since last time, especialy ninos models, so cute! :-D

Anyways, as Im playing a new round w your mod among others, I was wondering. I never liked Cait Sith as a character(nor its Limit Breaks/body), but liked Reeve. Is it possible, by any chance, down the line, to remove CS from game and replace it with Reeve? Could be given new attacks/Limits etc. Always wanted to play him, but also always disliked CS, lol. Could be after ancient temple or even at once, making a yuffie like reason to join, ie Marlene, or Jessie/Biggs/Wedge hostages etc. Since his dissapointment is immeasurable and his day is ruined uppon whitnessing Shinras treatment of Midgar, people etc, it cant be far fetched to say he can just have a change of his Anxious Heart and joint the crew, after the Ancient Temple. Could even leave that small cat robot thingy on his back to justify eventual same Limmit Breaks, build & whatnot. Im having fun just thinking of possibilities here.
I know its a lot of work, just wishfull thinking.

Also admiring finished Echo S and Archaeology Cut mods, they both look and sound great, but cant give up smiley man and role specific plays anymore for the life of me.

Have there been any talks between the 3 groups/modders of ever joining these 3 into one, or even make them compatible in any way. Now THAT would be an ultimate FF7 blast to the past!

Just killed Zolom w bunch of attack items, love the little & big changes so far! Cant wait to see more!

Is there a guide or tips & tricks text/pdf/guide on your mod walkthrough? Also a question to players as well. Last time i always had to scour this thread or ask anew questions im sure many others have asked before me and vice versa. And since the mod is updated occasionaly, old info might be invalid etc.
Would be nice to have it all in one place and then just updated per need.
Im aware of excels and texts at first page. Im talking more the boss tactics, builds etc.
If I was younger and had more time, wouldve gladly just done it myself, but I dont have so much time anymore, what with life and all. 40+ yo gamer, lol.

Regardles of all else, thank you again for all your love, work and effort, put in this mod and game, appreciate it a lot!

Source Point upgrade system, there are just 4 upgrades now, not 8 or more as before? Just asking before implementing first upgrade.

PS
Where do I get Manipulate Materia? Still with CS or changed? Edit: Nvm, found it here:
https://www.scribd.com/document/580475603/FF7-NT-2-0-Item-Materia-Placements

Also are Fort Condor defense games same as og, meaning deffeat & lose tactics for rewards, or is something changed? See, Ive already started asking what is probably been answered here before, lol!

PPS I just finished saving Priscilla before Junon and after battle, she was verticall the whole time, instead of horizontal. Even her father carrying her, she was upright. I dunno if its a bug of your mod or maybe field model mod bug, just reporting it.
Or maybe she was just too stuck up, lol.

PPPS Was wondering, is it possible to add some status or elemental effects to Tifas Limit Breaks? They are the most dull & boring of the bunch, honestly, even though she is, after Cloud the most popular character in FF7 universe. Or even rework them if technicaly possible?
Ie one attack has a percentage/probability to trigger for slow, another stop, blind, poison, ignore def(if enemy is phys res, at least one attack will do full dmg) etc. Percentage can be fixed or modified by stats or weapon/armor stats. Fixed or random elemental attack, so it cant be abused & to get a roulette option, for funsies.
Would be great to have variety there as well.

Just fought Dyne. He says BACK!!!
I think Back off would fit better.
« Last Edit: Today at 18:39:52 by lionheart82 »

Ranzera

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11985 on: Yesterday at 07:29:31 »
I found a little grammar error in the party recap at Gold Saucer near the end of Disc 1. When Cloud is recapping the events up to that point, he says "In Midgar, we were fighting Shinra 'when they we'...". I included a link to a screenshot on imgur for the whole excerpt.

https://imgur.com/a/XbPE4Fz