[FF7PC-98/Steam] New Threat Mod (v2.0.999992)

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So, I've just made it to Nibelheim, and a friend playing alongside me says he has Deathblow.  Did I miss it?  I think I got an Added Cut in Gonzaga where it normally is.
 
ive reached sector 8 during midgar raid mission and game crashes if i try to climb down first ladder. i switched off ochu, turned off all mods save music, same result. Help? here are applog and crash save files: 

https://app.box.com/s/yrnvp9e06fo8xh0d17wwys95xryd3r7x

also first save icon before descending into sector 8 also didnt work, just fyi.
I'll check the scene and work from there.

Any idea when 1.5 is coming out sega?
It'll be soon; I'm about to do Midgar Raid.

So, I've just made it to Nibelheim, and a friend playing alongside me says he has Deathblow.  Did I miss it?  I think I got an Added Cut in Gonzaga where it normally is.
In the flevel patch, I used the 1.5 flevel to avoid having to implement two separate sets of fixes for everything. This means you've got some 1.5 placements in your game; Deathblow was swapped with Added Cut.

Edit: No crash occurred when I went down the first ladder in the Midgar Raid. Disable every mod including that music mod and then try the ladder again.
 
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well if i disable all mods then 7H gives me message - no mods have been activated. i have to enable at least 1 mod for 7H to launch, thats why i left music, seemed least obvious to cause problem. tried launching ff7.exe directly, same effect. any suggestions?

here are my 7H settings screens maybe the culprit is there? they are in this folder in pics:

https://app.box.com/s/yrnvp9e06fo8xh0d17wwys95xryd3r7x

thx for the help.
 
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Did you install New Threat separately, instead of installing it through 7H?

Because if so, that's your problem.
 
Hi im trying to install this mod for the steam version using the standard installer and when I get into the game it's like nothing has been patched (don't get difficulty dialogue box coming up at the beginning after selecting new game either). The patcher says that it ran successfully and I even tried copying my data folder to the desktop to patch it there and it still didn't work after I copied that data folder into my install directory. I am running an english version so I didn't need to rename any files\folders.

If I try to run the patcher again it says that it won't patch over an already patched game.

Thanks for any help, I just bought ff7 on steam to play this mod.
 
No all mods are through 7h. The only thing I can think of is i have certain graphics in folders copied instead of satsukis gfx mod in iro, so ill try removing it from mods textures folder and see. It wasnt a problem so far afaik.

Sent from my Xperia ZR using Tapatalk
 
Hi im trying to install this mod for the steam version using the standard installer and when I get into the game it's like nothing has been patched (don't get difficulty dialogue box coming up at the beginning after selecting new game either). The patcher says that it ran successfully and I even tried copying my data folder to the desktop to patch it there and it still didn't work after I copied that data folder into my install directory. I am running an english version so I didn't need to rename any files\folders.

If I try to run the patcher again it says that it won't patch over an already patched game.

Thanks for any help, I just bought ff7 on steam to play this mod.
Run file validation to have Steam reset the game to default, then try setting the installer to run as admin and make sure anti-virus isn't obstructing the installer .exe as well.
 
Run file validation to have Steam reset the game to default, then try setting the installer to run as admin and make sure anti-virus isn't obstructing the installer .exe as well.
Thanks Sega. I kind of assumed my AV wasn't the problem because after a recent update it hasn't been working yet little did I know it was still running some processes in the background. I fully uninstalled my AV, rebooted and tried again and it worked perfectly. Thanks a lot for your help and all your hard work on the mod!
 
Lol it was the textures crashing the game after all, for whatever reason. But OMG those old graphics, i was shocked. Got so used to using updated gfx textures, i forgot how blurry the original was!

http://imgur.com/1A8liTz

Thx guys for helping eliminate probable causes.

Edit: so i got team avalanche gui to work, just copied folders from their zip to mods-textures folder and fonts etc is very beautiful. No letters juming out of boxes.
But theres no invisible boxes no lije there was before, dunno if it was ochu working and ir doesn't now or i got some mod todo it. Note to self - write down what you mod next time.

Anyways guys use team avalanche gui it updates menus a lot. If you cant find it ill upload it and send link, i hope that's, um, legal/allowable?

PS it's NOT 7h iro, just to be clear.

Edit: - received Sense Materia. - "Terrific"
Edit2: Midgar Raid loot expectations vs reality - hilarious

EDIT 3: Bug? - so i got to this part:
-) Red XIII's Lv.4 Limit
Visit Bugenhagen while he's dying to get a Key that unlocks the
Cave of the Gi. Head for the back of the cave.

I cant open gi cave door even though i got gi cave and seraph comb from Bugen, do i have to go to North Crater for option to activate/door to open?
 
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I stumbled upon a little oddity while the playing the mod again the other day. During the Weapon raid at Junon you have the ability to change you're party members at the new save point that you put in right before fighting X-ATM Scorpion again. I went to change Yuffie out for Aeris and I saw Tifa as a choice for the PHS!! I wanted to put her in to see what would happen but I figured it would just soft-lock the game, so I left her out. I'm sure that was just an oversight, though.
 
This may be a designed change or already mentioned, but Rank Up #4 for Cloud (+5 to all but Luck) still gives me an additional 5 Luck sources, so 10 total for all stats.
 
One last question about 1.5 sega what are the big changed between that and 1.4?
And will 1.4 saves be compatible with 1.5?
 
Thanks Sega. I kind of assumed my AV wasn't the problem because after a recent update it hasn't been working yet little did I know it was still running some processes in the background. I fully uninstalled my AV, rebooted and tried again and it worked perfectly. Thanks a lot for your help and all your hard work on the mod!
Seems risky to not have AV at all; can't you place FF7 in its exception lists or something? Or temporarily disable it rather than uninstall the whole thing?

Lol it was the textures crashing the game after all, for whatever reason. But OMG those old graphics, i was shocked. Got so used to using updated gfx textures, i forgot how blurry the original was!

http://imgur.com/1A8liTz

Thx guys for helping eliminate probable causes.

Edit: so i got team avalanche gui to work, just copied folders from their zip to mods-textures folder and fonts etc is very beautiful. No letters juming out of boxes.
But theres no invisible boxes no lije there was before, dunno if it was ochu working and ir doesn't now or i got some mod todo it. Note to self - write down what you mod next time.

Anyways guys use team avalanche gui it updates menus a lot. If you cant find it ill upload it and send link, i hope that's, um, legal/allowable?

PS it's NOT 7h iro, just to be clear.

Edit: - received Sense Materia. - "Terrific"
Edit2: Midgar Raid loot expectations vs reality - hilarious

EDIT 3: Bug? - so i got to this part:
-) Red XIII's Lv.4 Limit
Visit Bugenhagen while he's dying to get a Key that unlocks the
Cave of the Gi. Head for the back of the cave.

I cant open gi cave door even though i got gi cave and seraph comb from Bugen, do i have to go to North Crater for option to activate/door to open?
I guess so, the key itself doesn't actually exist; the door opens based on that event being completed, but I suppose game moment might have been added to the trigger as well meaning you'd need to reach the bottom of North Crater and return before it opens. My bad.

I stumbled upon a little oddity while the playing the mod again the other day. During the Weapon raid at Junon you have the ability to change you're party members at the new save point that you put in right before fighting X-ATM Scorpion again. I went to change Yuffie out for Aeris and I saw Tifa as a choice for the PHS!! I wanted to put her in to see what would happen but I figured it would just soft-lock the game, so I left her out. I'm sure that was just an oversight, though.
PHS is supposed to be disabled for that portion of the game. I'll need to set the Save Points there to not have PHS available.

This may be a designed change or already mentioned, but Rank Up #4 for Cloud (+5 to all but Luck) still gives me an additional 5 Luck sources, so 10 total for all stats.
I'll check that.

One last question about 1.5 sega what are the big changed between that and 1.4?
And will 1.4 saves be compatible with 1.5?
Saves will be compatible; I'll need to produce a changelog when it's done.
 
I just finished the Mega-Materia mission in Fort Condor, and something strange happened. I was talking to the old man after the mission and my party, comprising of Cid, Yuffie and Aeris, started talking about wanting to go see Cloud and Tifa in Mideel. Yuffie said her line, and then Vincent said something, even though he's not in the party. It seemed like he took Aeris' place for a second, but she eventually said her line in the end. Does Vincent have a hidden talent of voice-throwing?


By the way, was the term Huge Materia changed to Mega Materia for the mod, or is that present in the vanilla version as well?
 
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I just finished the Mega-Materia mission in Fort Condor, and something strange happened. I was talking to the old man after the mission and my party, comprising of Cid, Yuffie and Aeris, started talking about wanting to go see Cloud and Tifa in Mideel. Yuffie said her line, and then Vincent said something, even though he's not in the party. It seemed like he took Aeris' place for a second, but she eventually said her line in the end. Does Vincent have a hidden talent of voice-throwing?


By the way, was the term Huge Materia changed to Mega Materia for the mod, or is that present in the vanilla version as well?
It's a dodgy label jump; I noticed it in my run and fixed it.

I heard that the French version of Huge Materia was something like 'Mega Materia' and liked the sound of it. The PC version has it as Huge Materia like PSX.
 
So I've been playing through this mod a bit and I recently finished Mt Nibel.  One of the things I saw was that you wanted to balance physical attacks with magic since you felt magic was useless in the end game.  I think you've went too far the other way.  As it stands, there is never a reason for any character to be in the front row and to use physical attacks.  I have my Tifa setup as a pure physical damage dealer with +STR/DEX equipment and she still deals less damage than if she simply stood in the back row and cast magic.  That seems pretty wrong.  There isn't really any point in building anybody as a physical damage dealer right now.  If I was going to start over, I would make every character a mage probably.  It seems the mod wants you to play with everybody in the back row, with sadness and as a mage.  Unless I've missed something completely or that physical damage catches up at some point.  A side effect of this, it makes random encounters tedious as well, since you are always having to cast magic.  MP isn't even really a constraint either considering you can Osmose it right back or simply melee with Aeris.

Anyway, I was hoping things would be more balanced since you can pick how you want to develop your characters, but I personally don't think that's the case.  Maybe it works out in the end, but where I'm at it just doesn't.
 
So I've been playing through this mod a bit and I recently finished Mt Nibel.  One of the things I saw was that you wanted to balance physical attacks with magic since you felt magic was useless in the end game.  I think you've went too far the other way.  As it stands, there is never a reason for any character to be in the front row and to use physical attacks.  I have my Tifa setup as a pure physical damage dealer with +STR/DEX equipment and she still deals less damage than if she simply stood in the back row and cast magic.  That seems pretty wrong.  There isn't really any point in building anybody as a physical damage dealer right now.  If I was going to start over, I would make every character a mage probably.  It seems the mod wants you to play with everybody in the back row, with sadness and as a mage.  Unless I've missed something completely or that physical damage catches up at some point.  A side effect of this, it makes random encounters tedious as well, since you are always having to cast magic.  MP isn't even really a constraint either considering you can Osmose it right back or simply melee with Aeris.

Anyway, I was hoping things would be more balanced since you can pick how you want to develop your characters, but I personally don't think that's the case.  Maybe it works out in the end, but where I'm at it just doesn't.
It eventually evens out, especially with "broken" set ups like Tifa w/ cursed ring & power soul using counters and elemental weaknesses. Early on it's not so great, but I promise you I had to bar myself from using Tifa in my no SP/low randoms test run because she still made the game pretty easy with that setup. You also have to remember that using magic has it's own cost, where as physical is "free" (aside from putting yourself in more danger in the front row). As well as magic having levels which bring that cost up (along with damage per turn) where as physical stays free (and damage even gets lowered depending on set up). Just my thoughts on the matter.
 
So I've been playing through this mod a bit and I recently finished Mt Nibel.  One of the things I saw was that you wanted to balance physical attacks with magic since you felt magic was useless in the end game.  I think you've went too far the other way.  As it stands, there is never a reason for any character to be in the front row and to use physical attacks.  I have my Tifa setup as a pure physical damage dealer with +STR/DEX equipment and she still deals less damage than if she simply stood in the back row and cast magic.  That seems pretty wrong.  There isn't really any point in building anybody as a physical damage dealer right now.  If I was going to start over, I would make every character a mage probably.  It seems the mod wants you to play with everybody in the back row, with sadness and as a mage.  Unless I've missed something completely or that physical damage catches up at some point.  A side effect of this, it makes random encounters tedious as well, since you are always having to cast magic.  MP isn't even really a constraint either considering you can Osmose it right back or simply melee with Aeris.

Anyway, I was hoping things would be more balanced since you can pick how you want to develop your characters, but I personally don't think that's the case.  Maybe it works out in the end, but where I'm at it just doesn't.
Back Row and Sadness in particular slow the game down immensely; the mod doesn't require these unless the following are in play:
-) ATB Active/Full Speed is being used (this setting renders statuses like Barrier almost unusable and eliminates the benefit of high Dex)
-) The 7H Catalog version is being used with Menu Overhaul which can enable some unintended effects such as long-range enemy physical attacks, heavier Materia penalties, weak Limits, etc.

Physical damage has a lower output hit-per-hit but it's faster vs. Magic animations and the damage itself is propped up by both Critical Hits and Limit Breaks; but if Sadness is on, then Limit output gets throttled and you lose a big chunk of that damage. The idea is that physicals are fast but not versatile; you can only lock one (or two) elements onto a weapon using slots and most Limits are pure damage-dealers. Magic on the other hand can bring different elements to different enemy groups, but is slower to use and whittles HP when equipped (particularly Summons). Equipment drops/purchases play a part as well; if you get a Gold Armlet instead of a Silver Armlet or a Power Wrist instead of an Earring then that can lean things for a small chunk of the game.

To get physicals working, you need Elemental, front row (if they're not ranged), and to avoid Sadness for Limits. Even Aeris, who was being specced on her 'default' magic build for my test run, can hit high physical numbers with the right set-up:

33vzsdk.png


For a more proper demonstration, I ran some tests in that area with Tifa vs. Aeris using the equipment I had available. It was fairly even in stat gains; Gold Armlet vs. Silver Armlet, Tier 2 spell vs. Cosmo Weapon, both having elemental 2x bonus, standard def vs. mdef balance (leans to higher Mdef for early game, slowly see-saws toward Phys defence by the end). For tilts, If Aeris had an extra +15 Mag from an Earring instead of a Star Pendant then she would have likely made an extra 100-150 per cast. Tifa, on the other hand, would have lost something like 50-100 damage if her Power Wrist was instead a Headband; like I mentioned, drops can create a tilt in certain places until it evens out again.

Fight starts at 0:43, rest is showing set-up:

In the vid clip, I show the damage output of both characters; Tifa is dealing comparable damage to a caster with tier 2 spells, is faster, and has Limits/Crits that can augment her damage. As a trade-off, she's on the Front Row which means she's more at risk from a KO; to avoid that, mitigation from Defend, Barrier, etc. can make this less dangerous. I kept the fight going into the 'powersoul' phase of the boss, which is very physical-damage heavy to show that frontline fighters can survive there (it's an extreme example though, PKeeper hits much harder physically than a conventional boss during this phase). So my advice would be to place more trust in front row fighters and let them do their thing without Sadness; if you have trouble with incoming damage, then make sure ATB is on Wait, maybe adjust the speed, and keep Barrier+All handy if you need that extra mitigation to make it safer. I try to make randoms not need Barrier, but there's a lot of unknown factors like RNG, party set-up, enemy formations, etc.

On the subject of Summons, magic-built characters tend to lose out on their Limits which mostly require Strength. I think of Summons as a versatile 'Limit' for casters that are elemental and can be used at any time, keeping up the versatility theme; at the cost of high MP consumption and being one-use per battle (also the HP reduction is a lot heavier at -10%). While MP can be recovered using Osmose/items, it consumes a turn that could have otherwise been used for offence/defence. A turn that a mage is using to replenish MP is a turn a physical hitter is using to deal damage.

I ran a similar test a while ago (should be an older post on this thread) where I tallied Tifa and Aeris' damage for a Jenova Birth/Vector fight and was quite surprised that they both turned out almost the same amount of damage despite the use of Summons, limited physical options, etc. So I don't agree that there's a heavy magical bias in the game, I think that it can appear that way, which is worrying, but on the whole both types are equally as viable as the other and I'd encourage a balanced approach so that fights feel more dynamic and faster.
 
While we're on the subject of optimization, there's something I've been needing a little help with, myself. I'm now doing a no SP run and it seems as though using magic attacks are the only reliable form of damage. Putting Tifa or Cloud in the front-row just seems to be a sure way of getting them killed, since they have no stat boosts from the SP system to help them. I've been using Elemental Materia to help with the physical damage a bit for specific fights, but it still doesn't do as well compared with magical damage. The only way I can think of utilizing physical damage is by giving Tifa the Powersoul, but given how fragile the party already is, it takes awhile to set up the barriers, use Slow on the enemy (possible Haste on the party), and then set up Tifa w/Death Sentence and maybe Berserk. Having her at critical health just doesn't seem like an option. So, is there something I'm missing with this set-up, or is there no other way but to abuse Tifa's weapons? If it helps, I am right before getting the Mega Materia at Rocket Town.
 
The trick to Powersoul Tifa is the Curse Ring, which you can get from the Disc 1 Battle Square.  Saves you the trouble of Death Sentencing her, and gives her a significant boost to all stats that would probably be even more noticeable without rank-ups.
 
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