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

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I backupped the data folder only, guess I'm going to deal with that.

I didn't know the world map didn't have an editor... here goes my idea of of building FFVI on the VII engine xD I'd like it to not alter the exe since I want the Steam trophies and all... and honestly running a W95 game on W8 doesn't seem to be a good idea >.>"

Anyway is it worth grinding in this mod? I used the Rank Up thing and I kind of like it, however I'm sure I need to grind for the TotA. Do the stats go up when I level up or is the level thing just a number that doesn't affect anything? Maybe I should restart the game but still... Also Rocket Town seems like it's loading too fast, like it has the Quick Loading cheat on, is this a bug? Thanks.
The SP used for rank up goes up whenever you beat a boss monster (and when certain dialogue options are picked but these gains are much smaller) and it's generally best to keep moving forward. I'd only grind if you get well and truly stuck on something but remember to try different things like elements and status ailments as each boss tends to have some weakness or other.

As for Rocket Town loading faster, that's likely the weather effect. Because the screen is tinted, it doesn't do the normal fade-in which makes it seem like it loaded in faster.
 
Thanks, seems like it fixes itself.

I got up to Jenova-DECAY and the mod has been good so far, I might restart the game just to enjoy it to its full potential. :P Though is this just a bug with the PC version or what? After Aerith's Death during her funeral it seems to play Flowers Blooming in the Church... I am not sure because I played the PSX version the first time I played FFVII.

EDIT: Nevermind, I guess I was too quick. I can't believe that o_O
 
1.4 will be the biggest update so far so I'd recommend waiting; 1.35 was a hold-over from 1.3 to get the rank system in and some feedback on both that and other features/changes. It was also to try and patch up the battles but they really needed an overhaul and I messed up the end-game HP/MP quite badly.
oh so i may have to go back to the start? (i'm just at the shinra building) and just to ask, do i post bugs and such i found here? ^^|
 
oh so i may have to go back to the start? (i'm just at the shinra building) and just to ask, do i post bugs and such i found here? ^^|
Sure, bug reports go here.
 
i tried looking for a different forum that's why i was wondering


nvm about the "gitch" i thought i saw, i found a youtube vid you posted sega chief about the reno fight and in a comment it talked about the same "glitch" (it was with the Pyramid animation staying on barret even tho the effect of Interrocage was gone) :3
 
Sega Chief I just wanted to tell you a lot of the small things and conversations you added to the game made me laugh. I won't list them because I don't want to give away spoilers.
 
So I am on Disk 2 already and I noticed I didn't get the Steam achievment for "Complete Part I"... is this a bug?

Also another question, let's say I want to use this mod at the same time as The Reunion (more specifically using the Beacause retranslation), can the use of that mod affect the lines in this mod?
 
Sega Chief I just wanted to tell you a lot of the small things and conversations you added to the game made me laugh. I won't list them because I don't want to give away spoilers.
I've added some more; part of 1.4 is a review of the game's text and I saw some additional 'opportunities', let's call them.

So I am on Disk 2 already and I noticed I didn't get the Steam achievment for "Complete Part I"... is this a bug?

Also another question, let's say I want to use this mod at the same time as The Reunion (more specifically using the Beacause retranslation), can the use of that mod affect the lines in this mod?
It's probably because of the altered field script, some story-related ones might not trigger. The Materia one is impossible to get outside of using a save editor due to some pieces like Long Range being unavailable. But in all honesty I don't look at the achievements for this game being altogether very valuable or interesting compared to what's on offer in other games (the FF8 Contrived Finish is a good one; maybe not difficult due to the way Level affects the enemies but at least they put some effort into coming up with something that has you replay the game in a different way; a lot of the FF7 ones are either the very basic 'Use X' or the time-consuming 'Max out Y').

As for pairing with other mods, NT isn't compatible with Reunion because of the altered field script. Trying to patch Reunion over NT tends to crash because I've been moving around scripts to make certain things work and as you've seen there's additional scripts to handle new content. I'm going over the text for the 1.4 build; mostly just fixing the grammar, diction, and text alignment but I'm leaving nuances and quirks intact whether they're correct or not.
 
So when is 1.4 hitting? Sorry to ask again :P I'd like to give it a shot, around now seems a good time, some of the vids on your youtube channel look really cool/creative! Hopefully can also give some feedback :)

I never actually played the Steam version of FF7 before, so it will be an interesting experience. I was going to play the new translation project, but I want to finish FF7 international first before trying that.
 
So when is 1.4 hitting? Sorry to ask again :P I'd like to give it a shot, around now seems a good time, some of the vids on your youtube channel look really cool/creative! Hopefully can also give some feedback :)

I never actually played the Steam version of FF7 before, so it will be an interesting experience. I was going to play the new translation project, but I want to finish FF7 international first before trying that.
I'm aiming for mid-January so it's still a little ways away.
 
I see, no worries, I can wait. I'm doing a class run now for FF7i, I did one for j-org and it was fairly easy, so I'll have to ramp it up somehow. I hope that will adequately prepare me for your mod :P
 
Hey,
So I've been playing through the mod and I decided to look at the database to see if there were any discrepancies. Certain items didn't appear, like a second enemy skill materia, but that's been explained.

I'm using 7th Heaven to play your mod, but it seems like the enemy skill changes you have listed in your database aren't present in the game, ie; I have flamethrower and magic hammer instead of Antipode and Vital Hammer.

Do you have any idea why that might be happening? Are the changes included in the .iro?
Thanks


EDIT: I just realised that the spells are IN the game, but the names haven't been changed for some reason on the UI. I tried disabling Menu Overhaul, but that didn't seem to do much. They have the same effect (I think), because Magic Hammer doesn't give me MP back anymore (which is sad.).

Not sure if this is secular to me, but it might be worth looking in to?

Great mod by the way, really fun. Keep up the good work.
 
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Not sure, are you using the one from the Catalog or the stand-alone one from this thread? The Catalog one is an older build (I think). Do you have Osmose on the Heal Materia? That's basically the replacement for Magic Hammer. As for the names, maybe it's a conflict of some kind? If MO was installed it might have altered the .exe or something, though spell names should be pulled from the Kernel so I don't think it's that (unless Touph Script for the Beacause retranslation is being run and changing the text of each file; that could explain it maybe).
 
\\NT News//

SE added an option to disable random encounters in their PS4 release. Not to be outdone in this imaginary arms-race, I've decided to scrap the weather thing and replace it with an option to do the same. The weather thing hasn't worked out too well; tonnes of headaches, rain leaking into fields indoors where they're not supposed to, instant screen transitions due to shading, said shading vanishing whenever you get into a battle or open the menu, etc. It's not polished enough and I don't think I can make it polished, so a random encounter enable/disable thing might be the ticker for it's replacement on the extended save menu. Should be handy for back-tracking, exploring, or challenge-runs (if you were so inclined).

That leaves an issue for Enemy Away; I'm leaving it in basically because I think it's a chocobo racing prize and while changing those prizes can be done, the actual prize text within the minigame can't be without modding up the .EXE which I want to keep optional so that stays in.

I'm also going to see about adding a music theatre to Event Square; might be a bit redundant considering that you can just listen to the soundtrack online these days, but I'll put some other things in there too.
 
Hm. This is going to sound silly but is it possible so any music you listen to in the "music teathre" can stay for the entire game, even outside the Event Square, until you close the game or something? Can't really explain it :/


I know you can just open an external music player and done, but... Just an "idea"...
 
That's doable if I add a check into each field's init group, but the script itself to handle every song would likely get too long for all the possible files.
 
The problem with Enemy Away can easily be solved by changing its function without changing its name! Just make the materia shoo away enemies (but not too far), putting them in the back row - that way they'll have weak physicals, muhahaha!
I was mostly joking, but it would be interesting to hear if this was possible, and now I'm thinking about this kind of thing, I'm wondering if it could give the character who equips it "Out of Reach!" for avoiding non-Long Range enemy attacks, as you added them in the exe patch. (though if someone doesn't patch the exe, the materia then either stops working, or becomes incredibly powerful, or some third, mystery, option)

Edit- Enemy Away will still have some value as is, as being able to flip the encounters on /off with materia rather than just at save points is more controlled (say, for finding certain enemies deep in a hostile dungeon, or getting home safe when you've run out of mp and items), and save points themselves can be quite sparse once you start saving on the world map. So I wouldn't worry about it being redundant.

And I'm glad to see such swift progress in feature escalation! Can't wait for your voice acting patch, I hope you put on different voices for the characters! :P
 
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The problem with Enemy Away can easily be solved by changing its function without changing its name! Just make the materia shoo away enemies (but not too far), putting them in the back row - that way they'll have weak physicals, muhahaha!
I was mostly joking, but it would be interesting to hear if this was possible, and now I'm thinking about this kind of thing, I'm wondering if it could give the character who equips it "Out of Reach!" for avoiding non-Long Range enemy attacks, as you added them in the exe patch. (though if someone doesn't patch the exe, the materia then either stops working, or becomes incredibly powerful, or some third, mystery, option)

Edit- Enemy Away will still have some value as is, as being able to flip the encounters on /off with materia rather than just at save points is more controlled (say, for finding certain enemies deep in a hostile dungeon, or getting home safe when you've run out of mp and items), and save points themselves can be quite sparse once you start saving on the world map. So I wouldn't worry about it being redundant.

And I'm glad to see such swift progress in feature escalation! Can't wait for your voice acting patch, I hope you put on different voices for the characters! :P
Voices, yes. Different, no.
 
Hey man I just found out about this mod and you already blew my mind at the changelist (100+ NEW BOSSES WHAT). I was wondering if I should wait untill you release 1.4 or do you think I should jump right in.

Keep on doing what you doing !
 
Hey man I just found out about this mod and you already blew my mind at the changelist (100+ NEW BOSSES WHAT). I was wondering if I should wait untill you release 1.4 or do you think I should jump right in.

Keep on doing what you doing !
Yo, bud. It might be a bit more by the time the update is done. I'm not 100% sure that I kept the changelog fully up to date either; I'm preparing a notepad with more detailed info on what's been changed/added area by area that'll go out with the 1.4 release. As for whether to wait for the latest version or not, release is for mid-January or thereabouts so about 1 month. The thing with 1.4 is that it'll be changing up the roster quite a bit and shifting around the Disc 3 bosses to be used/redesigned for new sidequests and the like that'll appear during Disc 1 and Disc 2. It's also refined a lot of the new systems NT uses like Source Points (you trade SP for one of four predefined sets Sources to develop character stats in different ways) and ironed out some old bugs.

So I'd recommend waiting for 1.4; it's more or less the final build so there won't be any drastic changes once it's out. There's a New Game+ add-on I've got planned but because it'll be using a separate set of files and be organised to be used as a stand-alone mod, I'm treating the upcoming version of NT to be the finished one (save for bug-fixes, of course).
 
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