Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)  (Read 6649982 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: 2025-11-02 18:39:52 by lionheart82 »

Ranzera

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11985 on: 2025-11-01 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

lionheart82

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11986 on: 2025-11-05 13:13:55 »
nvm
« Last Edit: 2025-11-05 15:21:09 by lionheart82 »

digidork

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11987 on: 2025-11-06 05:28:09 »
New Threat is an amazing mod, and I really appreciate the effort that went into it! In a Twitch VOD, I saw a late-game dream sequence where Cloud relives the Midgar opening. It starts with just Barret, and the player must reunite the rest of the party one by one while progressing toward Shinra HQ. The sequence includes ghosts of Biggs and Wedge, a fight against Jenova atop the Sector 7 pillar, and only ends after the full party exits Midgar. Afterwards, Cloud wakes up outside the cave in Bone Village. Is this sequence part of the official mod, or a fork/mod?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11988 on: 2025-11-08 16:19:26 »
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.

I think boss tactics and the like were never consolidated anywhere.

Source System went down from 8 to 4, yeah.

Fort Condor rewards may have changed since 1.5 but nothing missable there. There is a masamune for doing all of them, but you can make one of those using items anyway.

Priscilla thing sounds like a bug; unsure if that's NT or another mod that's introduced that but it's not come up before so I'm thinking another mod has caused it maybe.

I think Tifa's limits used to have elements & statuses tied to them in 1.5 or maybe older.

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

I checked the flevel and it seems this has been corrected already as of the current patch (2.0 that is).

New Threat is an amazing mod, and I really appreciate the effort that went into it! In a Twitch VOD, I saw a late-game dream sequence where Cloud relives the Midgar opening. It starts with just Barret, and the player must reunite the rest of the party one by one while progressing toward Shinra HQ. The sequence includes ghosts of Biggs and Wedge, a fight against Jenova atop the Sector 7 pillar, and only ends after the full party exits Midgar. Afterwards, Cloud wakes up outside the cave in Bone Village. Is this sequence part of the official mod, or a fork/mod?

That was in the 1.5 build; there was a 'dark cave' sidequest where you went through a weird version of Midgar. I cut it in the end because I wasn't super happy with it and repurposed some of its scripts into 2.0's Type B route.
« Last Edit: 2025-11-08 16:24:41 by Sega Chief »

lionheart82

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11989 on: 2025-11-08 16:34:47 »
Priscilla thing sounds like a bug; unsure if that's NT or another mod that's introduced that but it's not come up before so I'm thinking another mod has caused it maybe.

Yeah, wouldn't be surprised if it was on of the models mods, but too late now to check. Nothing game breaking anyways.

I think Tifa's limits used to have elements & statuses tied to them in 1.5 or maybe older.

Oh, so you removed it? Shame, would give her more variety and usefulness.


Ranzera

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11990 on: 2025-11-09 16:41:30 »
I checked the flevel and it seems this has been corrected already as of the current patch (2.0 that is).

Is that a super recent update? Is there an old version on the 7th heaven mod manager? The version I have on there says it's 2.0.999992, the same as this thread title. I just started this run on October 24th and I don't see an available update on 7th heaven..

This is what I see when I look at the mod in the manager: https://imgur.com/a/zz8jXrN

Should I be getting this from somewhere else?

Sorry about all the questions, I found some other stuff, but I don't want to report them if I'm on the wrong version lol.
« Last Edit: 2025-11-09 16:50:32 by Ranzera »

Vanaroth

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11991 on: Yesterday at 11:49:35 »
Hi Sega Chief, first time posting here.

Huge thanks for your work, I almost finished my New Threat 2.0 B road.

Still, I'm already looking forward to try the 1.5 version of New Threat mod and I need some little guidance here. I checked the links on the first page of this topic and the two ways to install the mods are 1) with 7th heaven or 2) with an auto-installer. My problem is I'm using SYW modpack from Satsuki Yatoshi (which contains the 2.0 version but not the 1.5) which allows external mods. Is there a way to get the 1.5 mod but for a manual installation ?

Best regards.

Ranzera

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11992 on: Yesterday at 13:31:02 »
Priscilla thing sounds like a bug; unsure if that's NT or another mod that's introduced that but it's not come up before so I'm thinking another mod has caused it maybe.

Yeah, wouldn't be surprised if it was on of the models mods, but too late now to check. Nothing game breaking anyways.

I think Tifa's limits used to have elements & statuses tied to them in 1.5 or maybe older.

Oh, so you removed it? Shame, would give her more variety and usefulness.

I kinda feel like Tifa is the single strongest character in the mod until you get Conformer (like 85% of the way through the game) and not by a small margin. She gets better stat growth than even Cloud. When the other characters start catching up to her near the end of Disc 1, BOOM Powersoul, cursed ring and her passive lets you ignore the death sentence. She blows literally everyone out of the water from that point until Conformer. Oh and Powersoul has Triple growth, in case it wasn't powerful enough.

Load her up with enough dex materia to max out and she's a one woman wrecking crew. I fought Jenova Birth with 251 dex on Tifa and she mauled that boss like it owed her money. She has been so overwhelmingly powerful I haven't even used SP upgrades on anyone the entire run. Now that I have Conformer.. well Yuffie is now as far ahead of Tifa as Tifa is ahead of everyone else, lol.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11993 on: Yesterday at 14:01:15 »
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

That is the most up to date version so it's a bit of a mystery. Do you have anything like the NT 60fps IRO installed? I think that replaces some fields to add code handling for it, so maybe old typos are still lingering. Either that or the IRO isn't as up to date as the stand-alone installer though I usually update both together. Let me know what the other things you've found are and if you're using the 60fps addon or not.

Hi Sega Chief, first time posting here.

Huge thanks for your work, I almost finished my New Threat 2.0 B road.

Still, I'm already looking forward to try the 1.5 version of New Threat mod and I need some little guidance here. I checked the links on the first page of this topic and the two ways to install the mods are 1) with 7th heaven or 2) with an auto-installer. My problem is I'm using SYW modpack from Satsuki Yatoshi (which contains the 2.0 version but not the 1.5) which allows external mods. Is there a way to get the 1.5 mod but for a manual installation ?

Best regards.

These are 1.5's files; I'm not familiar with the setup for satsuki's stuff for external mods but I can try and help out if need be.
https://mega.nz/file/78UVEBoC#Nah4TKtMvj77Facoevf0sbxKZnSX-ED8GKwIR_9hQ_Y

Vanaroth

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11994 on: Yesterday at 15:55:27 »
Thanks for your quick answer. Fortunately, the process to add mods in SYW is quite simple, and it works so far with your last link.
You're a king, take care !

Ranzera

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11995 on: Today at 05:36:06 »
That is the most up to date version so it's a bit of a mystery. Do you have anything like the NT 60fps IRO installed? I think that replaces some fields to add code handling for it, so maybe old typos are still lingering. Either that or the IRO isn't as up to date as the stand-alone installer though I usually update both together. Let me know what the other things you've found are and if you're using the 60fps addon or not.

I don't and I didn't know that existed. I do have the 60 fps mod and the 60 fps compatibility mod for Chaos models installed though. I kinda wish I knew about the one you mentioned, because the fights with custom NT models have been mildly amusing to say the least lol. I don't think it's available in the 7th Heaven manager. I just searched for that and I'm not finding it.

The only stuff I have installed aside from NT are things that improve or replace textures, improve the game UI, 60 FPS enablers (but not the one you mentioned, since I didn't know it existed), and also Postscriptthree's gameplay tweaks since it was required to make use of the tri-link materia slots mentioned in NT's settings.

I'll go ahead and mention the other things I stumbled across here and if they are supposed to be fixed already, then it's all G.

The first is, Hydro is granted by the master magic materia, but is not required to have mastered, or even possess it in order to perform the master magic materia blend. I got my master magic materia and went about picking up the various splinter materia I missed only to realize Hydro wasn't a splinter, I had assumed it was part of Contain but it wasn't.

The second is potentially intended... Superball and Light gun are dramatically cheaper to purchase from the Junon shop than the other joke weapons, 2400 gil vs all the others at 20000 gil. Screen shot here: https://imgur.com/a/sLnbPHW

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11996 on: Today at 15:33:42 »
I don't and I didn't know that existed. I do have the 60 fps mod and the 60 fps compatibility mod for Chaos models installed though. I kinda wish I knew about the one you mentioned, because the fights with custom NT models have been mildly amusing to say the least lol. I don't think it's available in the 7th Heaven manager. I just searched for that and I'm not finding it.

The only stuff I have installed aside from NT are things that improve or replace textures, improve the game UI, 60 FPS enablers (but not the one you mentioned, since I didn't know it existed), and also Postscriptthree's gameplay tweaks since it was required to make use of the tri-link materia slots mentioned in NT's settings.

I'll go ahead and mention the other things I stumbled across here and if they are supposed to be fixed already, then it's all G.

The first is, Hydro is granted by the master magic materia, but is not required to have mastered, or even possess it in order to perform the master magic materia blend. I got my master magic materia and went about picking up the various splinter materia I missed only to realize Hydro wasn't a splinter, I had assumed it was part of Contain but it wasn't.

The second is potentially intended... Superball and Light gun are dramatically cheaper to purchase from the Junon shop than the other joke weapons, 2400 gil vs all the others at 20000 gil. Screen shot here: https://imgur.com/a/sLnbPHW

There should be a NT 60FPS IRO in the catalogue; I'll have a look at that and update the typo in that IRO if I can.

Master Materia just needs the original Materia, Hydro I think was made using an unused Materia slot so it doesn't get checked.

I didn't really alter the weapon prices much, but I can make them more consistent with each other for the next major patch.

Ranzera

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #11997 on: Today at 16:07:10 »
I just finished up my run in New Threat 2.0 so I want to give some feedback from my time with the mod. I know this is really long, so definitely feel free to not approve the post. This is more for you, Sega Chief, than anyone else anyway.

First off, thank you for making this mod. It's been an incredible experience.

For context, I played B-Type on Hard mode with the Triple-link materia option enabled.

Midgar
Just wow, this section of the game is chef's kiss. This different sequence of events is so good, it really should be canon. It never made sense to me that Shinra would drop the plate over a tiny group of terrorists. The way the events tied together to bring everyone together feels so natural, even Elmyra. This could be the only thing in the mod and it'd be auto-install for me forever. I can't gush over this enough.

Difficulty
I feel like "Hard Mode" is at war with itself. Increasing your exp gain along with 0 gil isn't a recipe for more difficulty. It's a recipe to get over-leveled even faster while you grind out the money you needed in the first place. Hard Mode stopped being Hard about 5 feet outside of Midgar and it never returned.

Dex availability
The amount of Dex you can effortlessly stack up in this mod is insane. I would either cut it in half on all sources or take it off of every materia with "Counter" in its name, possibly both. I feel like this mod is supposed to be a little harder than vanilla but I had the opposite experience. It's not a problem to be doing half as much physical damage when I'm getting 5 times as many turns.

Magic Counter
It's really weird that Counter Attack and Command Counter lower strength and vitality and then Magic Counter.. also lowers strength and vitality. I think lowering the related offensive stat is a cool balancing feature but this should be consistent. Make Magic Counter lower Magic and Spirit.

W-Item
It is utterly wild to me that this got moved so much earlier in the game, when W-Magic is basically around for 5 major fights. For the entire game, magic in general is utterly struggling to keep up with Tifa and then W-Item pops in and makes her wonder why she even needs a mage. This should not be at the beginning of Disc 2. One suggestion here is to at least make those Lay Flat bugs on Mt Nibel morph to Reagan greens instead. Still worth a ton of gil, but won't short cut W-Item so incredibly hard. Though if it were up to me, I'd just swap this with W-Magic. That's strong but it doesn't bend the game over its knee. OR maybe put Comet there (Choco Meteor reference?) and move W-Item somewhere else.

Gold Armlet
It's literally lore (according to the visual assets, eg Sephiroth) that this has 2 sets of tri-link slots. I feel like this was a missed opportunity for the Tri-Link setting.

The Bosses
I really enjoyed the new bosses in the game. I actually came to love the scorpion boss by the end of the game (actually I think it was Temple of the Ancients). Some of them were pretty challenging, while others helped maintain the pace in the slower parts of the game. That party member themed boss was amazing, I was absolutely cackling the whole time. The only thing that I wish we got more of was Reno. It felt like he was just deleted from the early parts of the game.

The SP System
I put a whole lot of thought into this.. and then never used it. By the time I got to Jenova Birth, Tifa was already game breakingly strong and I honestly didn't want to make her any stronger. I think the idea of this system is really good, but it needs some other stuff to be nerfed for it to shine in my opinion.


The Cast - # is rank in overall strength imo, averaged out over the course of the game (Parenthesis are their strongest roles)

Tifa - 2nd (Physical Damage Dealer)
I'm not really sure what happened here. I feel like maybe Sega Chief really likes Tifa or something ;p No hate, I can't blame him, she has some pretty big character beats.

She has the craziest glow up of all the characters in the mod. She has stat growth that rivals vanilla Cloud. At every point in the game, you just happen to have everything Tifa needs to be cracked out of her mind. Walking up to Jenova Birth with 251 dex AND Haste really set the expectations for my run and it never deviated. By the end of Disc 1 she had Powersoul and a Cursed Ring (her passive ignores the death sentence) and was dealing 3k + 2k to most regular enemies with deathblow + added cut, then healed for 300 because it was also linked to HP Absorb. Then I got W-Item at the beginning of Disc 2 and naturally put it on my fastest character. Sonic Tifa went brr.

I really liked the scene between Tifa and Cloud at Icicle Inn. That was some quality story telling.

Barret - 5th (Physical Counter Tank)
I really like what you've done with Barret. I pretty much never used him before this mod. He is so good at counter tanking that he's practically set and forget. I'm not sure if it's intended but Enemy Launcher turning counter attacks into Slash-All counter attacks is REALLY COOL. I even had some spotty (maybe glitchy) interactions with Mug, where maybe 10% of the time he'd Mug-all too. Super cool take on the character and an awesome weapon to be sure.

Aerith - 1st (Mage or Magic Counter Tank)
She's as much of an over the top "I win" button as ever. There's a particular secret boss fight where you're supposed to be very careful with your actions and Great Gospel just trivializes the fight. I feel like that fight needs a specific counter to Peerless. I liked the weapon compatibility with some of Cid's weapons. Aside from that, I feel her personality in the mod is a bit.. I dunno, weird I guess? She doesn't seem like herself in any of the in town interactions, with a certain Junon scene just being straight up out of character. She isn't the same self-sacrificing person she is in the story scenes.

Nanaki - 6th (Any)
I honestly didn't use him much. There was a stint near the end where I had him counter tanking with the Behemoth Horn and he ended up being better at it than Vincent (actually kinda bummed about that) even though nothing in his kit (besides this one weapon) screams counter tank. He can legitimately do whatever you want, but he doesn't particularly excel in any role either. Maybe other people found more use for him. I just ended fights way too fast throughout the game to feel like I would get any use out of his passive. He is dead last at getting his triple growth weapon and not by a small margin. I feel like a lot of this stuff was intended to weaken him. I just feel like it was a little too much. When you've got Tifa, Reeve, Barret and Aerith in this mod, Nanaki is fighting to be remembered.

Yuffie - 4th (Physical Damage Dealer or Physical Counter Tank)
She's the hyper carry, which in final fantasy terms, that means put her in the very back of the party roster until she gets the thing. When she gets the thing, she invalidates everyone else. With Conformer, Yuffie is basically vanilla Yuffie, which means she's hitting quad 9s on anything that matters. Before that, she's easily among the worst characters. She shares a critical annoyance with Cloud and Cid in that you basically can't use Defend unless you want the defend thing to happen and when you're forced to morph for money most of the game, this is a hindrance.

Reeve - 3rd (Mage or Magic Counter Tank)
He got the second biggest glow up out of everyone, barely edging out Barret. I was planning on using Transform to get through a certain super boss, until I found out Great Gospel doesn't get adequately countered by it. I was kinda bummed it wasn't necessary. His party MP recovery is super useful and he makes a very good mage. When you're morphing and don't have anything for him to do, he's still there providing value. I love this guy!

Vincent - 9th (Physical Counter Tank)
I feel like Vincent really got the short end of the stick. His passive isn't that impactful and it really only does anything for him in trash encounters (since your first 2 actions vs any boss should be Haste and Wall). The changes to his ultimate weapon was a huge kick in the pills. I understand that getting rid of overflow damage was a good thing and necessary, but he lost his status as the "other good morpher". Vanilla death penalty also got the special morph damage treatment (even at low kills) and it was decent, though not as good as Yuffie. He has the worst materia slots on his Triple growth weapon (Buntline) too, as if he needed that kick in the teeth. In his current state, I feel like he slots in as a second fiddle dedicated counter tank (to Barret) and doesn't really shine in any roll. He even has an anti-synergy as a Mage. I feel like he's weaker, relative to the rest of the cast in this mod than he is in vanilla and that's unfortunate. He's always been the character I've wanted to love, as his character design is really cool.

I have some thoughts on what could be done to help him. He above all other characters really stands out as the one guy who might hang onto his Limit, so if we're shuffling ultimate weapon effects around, Death Penalty should get Premium Heart's original effect. It makes a lot of sense, since he already had a reputation of being the one character in vanilla that could really make use of Death Blow (which is even better here) and that can be used with a full limit gauge. I'm not sure what to suggest about his passive, I am not really familiar with the limitations of the modding possibilities for this game.

I really enjoyed his town interactions. Every place I found him in was worth at least a chuckle.

Cid - 8th (Physical Damage Dealer)
This poor man. He went from "He's the guy." in vanilla to "What exactly is it, ya do here?" in this mod. Every advantage he had basically got handed out like candy and all he got in return was some mediocre medicine effects and self wall on his defend that has the additional effect of "I'mma kill your morph target" if everything is going great. To add insult to injury, he is NO Tifa. He just doesn't have the Dex to keep up with her, so he is straight opportunity cost. In vanilla, he was basically an upgrade to Tifa at a time where her limits are starting to get annoying to hit. In this mod she kills things too fast to care about her limit in the first place. To the back of the bus with this guy.

And finally, Cloud - 7th (Mage or Magic Counter Tank)
I dunno, the counter attack thing seems cool in theory but in practice he just doesn't have a defend command on hard mode. He promises he will absolutely, every single time, delete the money target cuz he got mad. I can take counter attack materia off my counter tank for farming, but I can't stop his defend command from equipping 12 of the damn things. He's not even that good of a counter tank because he wants to be in the front row and all his stats are middling at best. He's not a good physical fighter because Tifa exists. He's most useful as a Mage, but his competition in that role leaves him in the dust. At least he's good in the Battle Arena, I guess.


Battle Commands
I think a lot of the unwanted defend stuff could be fixed by giving characters specific commands for that stuff. I know that's possible because Postscriptthree's gameplay tweaks injects the PHS command into the battle menu. Cloud, Cid and Yuffie desperately need this. I think Reeve having it being tied to defend kind of works. It'd be broken if he could just toggle it.


In Summary
I know I probably wrote more criticism than praise, I have a tendency to pick apart the things I like the most. I really enjoyed my time with this excellent mod. I've already recommended it to a few friends and will continue to do so in the future. Next time I get the itch to play FFVII, it probably will be whatever update you have for this mod. Cheers and again thank you for making this!