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

  • Thread starter Thread starter Sega Chief
  • Start date Start date
Status
Not open for further replies.
I actually can't remember either; I guess we'll never know :I

Unless somebody finds out :l
Oh okay no problem, was just curious if I screwed something up with 7th heaven and somehow got Reunion Beacause which I don't want, thank you for the quick responses :) and the awesome mod.

Edit: Okay so after reading some of the Reunion thread I see that he changed the dialogue with the Guardian Scorpion and changed the name of phoenix downs among other things which didn't change for me so it seems like I didn't screw anything up with the 7th heaven and other mods and it's just a pc script change or new threat change.
 
Last edited:
Not that far into the mod, but really loving it so far, when I was on the way to the sector 5 bombing, I was thinking "if this guy is good he'll put something at the end of the train tracks maybe a chest or a new fight" sure enough got a hilarious fight :-p. I really liked how in the opening mission time was actually running short too, especially when I restarted and lost cloud during the Scorpion fight, which really made me escape with like 45 seconds left. I actually got worried when I got into a random battle with 1:20 or so left. Really great work so far the only thing is the tutorial area didn't tell me how often we get the level ups, is it every 5 levels, so like lvl 15 is the first? Or I'm  a bit confused on the sp level up system. Also I noticed a ton more dialogue changes, but they seem to be for the better and help clarify things, I also noticed some options which I'm guessing were skips but I didn't choose them. Really cool so far, I played the hardcore mod and I liked it too but it was more grinding/item management based, this seems more tactical than grindy but some item management too! :D

Edit: Oh I really like the touched up models too, I prefer the Chibi/originals style, I just wish they still had their mouths, it doesn't look weird when the camera is far away but when you walk right up to the camera it's pretty noticeable that slit/line for their mouths are gone.
 
Last edited:
Found this while looking through the thread, looking for the hp fix/patch.

I'm still open to swapping Geo onto Cait and giving Aeris the MP regen again, but I'll need to get toward the end of this test run before I can be sure.
Necroquoting I know, but "do want". Although I'm just generally not a fan of using defend to absorb elements, as it doesn't seem all that useful once you reach endgame. :>
 
Not that far into the mod, but really loving it so far, when I was on the way to the sector 5 bombing, I was thinking "if this guy is good he'll put something at the end of the train tracks maybe a chest or a new fight" sure enough got a hilarious fight :-p. I really liked how in the opening mission time was actually running short too, especially when I restarted and lost cloud during the Scorpion fight, which really made me escape with like 45 seconds left. I actually got worried when I got into a random battle with 1:20 or so left. Really great work so far the only thing is the tutorial area didn't tell me how often we get the level ups, is it every 5 levels, so like lvl 15 is the first? Or I'm  a bit confused on the sp level up system. Also I noticed a ton more dialogue changes, but they seem to be for the better and help clarify things, I also noticed some options which I'm guessing were skips but I didn't choose them. Really cool so far, I played the hardcore mod and I liked it too but it was more grinding/item management based, this seems more tactical than grindy but some item management too! :D

Edit: Oh I really like the touched up models too, I prefer the Chibi/originals style, I just wish they still had their mouths, it doesn't look weird when the camera is far away but when you walk right up to the camera it's pretty noticeable that slit/line for their mouths are gone.
I'll improve the explanation for SP in the new version. The way it works is that whenever you defeat a boss (in 1.4 this will also include random enemies with a higher level than your party) your characters gain SP. When they have enough SP, they can buy one of 3 sets of sources to improve their stats (increased to 4 sets to choose from in 1.4). This lets you develop each character's stats in different ways. The maximum times you can do this per character is 8 (to stop stats being capped out).

Kalderasha made that model set; I added some tweaks after he donated them. I decided to remove all the mouth textures for a PS1-style, but after 1.4's release I'll see if I've still got my old files kicking around to make a special char.lgp for you that has those textures added back in.

Found this while looking through the thread, looking for the hp fix/patch.

Necroquoting I know, but "do want". Although I'm just generally not a fan of using defend to absorb elements, as it doesn't seem all that useful once you reach endgame. :>
I'll make sure it's useful end-game D:
 
I'll improve the explanation for SP in the new version. The way it works is that whenever you defeat a boss (in 1.4 this will also include random enemies with a higher level than your party) your characters gain SP. When they have enough SP, they can buy one of 3 sets of sources to improve their stats (increased to 4 sets to choose from in 1.4). This lets you develop each character's stats in different ways. The maximum times you can do this per character is 8 (to stop stats being capped out).
One thing I can think that needs improvement on this is to let us look at our characters stats before we select what set to use. A lot of times I forget to check my stats before hand.
 
One thing I can think that needs improvement on this is to let us look at our characters stats before we select what set to use. A lot of times I forget to check my stats before hand.
Good idea; I'll add an option to check the Menu so you can see the character's stats before picking a source-set.
 
Good idea; I'll add an option to check the Menu so you can see the character's stats before picking a source-set.
On that note, would it be possible to have the option to see what sets you've chosen previously? I've been keeping track using a note on my phone but in game would be easier :v
 
Should be able to, I'll need to figure out an efficient way to track them that doesn't use too many variables.
 
I'll improve the explanation for SP in the new version. The way it works is that whenever you defeat a boss (in 1.4 this will also include random enemies with a higher level than your party) your characters gain SP. When they have enough SP, they can buy one of 3 sets of sources to improve their stats (increased to 4 sets to choose from in 1.4). This lets you develop each character's stats in different ways. The maximum times you can do this per character is 8 (to stop stats being capped out).

Kalderasha made that model set; I added some tweaks after he donated them. I decided to remove all the mouth textures for a PS1-style, but after 1.4's release I'll see if I've still got my old files kicking around to make a special char.lgp for you that has those textures added back in.
Thank you Sega Chief
 
When 1.4 comes out, can we just run the setup and install it over the version of 3.5 we are running now or will we need a fresh version of FFVII?
 
Would you ever consider making a difficulty mod for ff8? I know there is a bunch of texture mods which I downloaded, but I would really enjoy something that balanced junctioning and battles in general a bit better.
 
Yeah, I think FF8 could really flourish if the right adjustments could be made to it's various systems. Shard seems to be working on a tool that can better translate the field script which would be a big step toward making custom scripts like NT has. On the battle side of things, people have been working towards deciphering the battle system a bit more thoroughly which might pay off for an enemy/formation editor. I guess what we'd need as well is some kind of way to adjust Junction bonuses but I think someone has done that already.

So my checklist for starting an FF8 mod project would be:
-) A way to adjust Junction bonuses from various magics.

-) A way to change the item type and quantity given by Card Mod; being able to do this would let us better control high level Magic while also keeping Card Mod available from early on in the game (they don't take into account that rare cards which morph into 100x of a high level item are farmable to an extent as they reappear after refining in the Card Queen's deck).

-) A method to either remove level-scaling from enemies or to impose level caps on weaker enemies to restrict EXP and access to high level spells. I'd also need to change the items gained from those enemies, and the spells they have for Draw; if level-scaling is unfeasible then I could rebalance around that at least; the idea would be to keep things limited to what is useful at that stage of the game and keep high-end stuff restricted until later, to encourage the player to push on rather than grind.

-) A field editor that can adjust the spells gained from Draw Points, the items found on the field, and/or adjust the level of enemy encounters (if the level is set through the field; just covering all the bases).

-) Some unknown measure for bringing Limit Breaks in check. This is a big problem that I can see causing a lot of headaches in any mod due to how powerful and easily abused they are. Even if you set the danger/crisis criteria right down to the edge, the usual method of abusing it would still work due to the really low HP that party members revive with from using a Phoenix Down. The base power and effects of the Limits would need to be changed, though some like Rinoa's Angel Wing are still going to cause problems (you can empty her magic list so she only has Meteor and then rain merry hell down on enemies with it). There'd need to be a fair bit of brainstorming to come up with a working solution to all the Limits.

I think with those five things in place you could set something up that's nicely paced with a little work and experimentation. Maybe when this update is done and the dust settles, I'll start dabbling with the FF8 tools ._.
 
Maybe when this update is done and the dust settles, I'll start dabbling with the FF8 tools ._.
Unless we keep you busy with this!

Have you ever considered a bestiary sort of thing for NT? Similiar to this, for example;
:>

Edit: I have no idea if it's even possible to do, I just wanted to "collect" more stuff. :> Gives one an incentive to seek out the more annoying/rare encounters and actually defeat them.
 
Last edited:
What are you thoughts about putting a item shop in the battle arena? The items could cost more than a normal shop as a penalty for not having enough items. It sucks if you run out of items and have to lose your battle points if you leave.
 
Unless we keep you busy with this!

Have you ever considered a bestiary sort of thing for NT? Similiar to this, for example;
:>

Edit: I have no idea if it's even possible to do, I just wanted to "collect" more stuff. :> Gives one an incentive to seek out the more annoying/rare encounters and actually defeat them.
I dunno, every fight would need a variable switch added to it and I'm not sure if there's enough to go round. But I could try making a powerpoint or something that has a pic of every monster + stats/location attached to it?

What are you thoughts about putting a item shop in the battle arena? The items could cost more than a normal shop as a penalty for not having enough items. It sucks if you run out of items and have to lose your battle points if you leave.
I'll add an item vendor to the battle square.
 
I dunno, every fight would need a variable switch added to it and I'm not sure if there's enough to go round. But I could try making a powerpoint or something that has a pic of every monster + stats/location attached to it?
If there are not enough variables, you could maybe just create a boss monster bestiary. Morphing a monster without being able to sense it's HP and it being immune to Gravity makes it extremely difficult.

BTW, what are the batteries for?
 
Batteries were for making a certain monster available in Extra Battle back when there were item requirements for unlocking them. Now they serve the important function of redacted
 
Hello, I'm currently playing 1.35. I must say I like how you redesigned it, and you are for sure a genius. I haven't gone that far yet so I'll repost later about my experience.

Also I've tested with & without .exe patch. I really don't like the .exe patch because the rework of materias force you into a dps + tank + mage team while without patch (playing in Advance tho) still allows you to go with a hybrid team where any member can go both STR/MAG (Cloud + Yuffie + Nananki for example). I'll retry later as well when I'll be further in the game but for the moment I feel like the .exe patch forces me into specific teams while Advance let me with a lot of combinations open.

I'm mainly posting because I have a question about the DeathBlow materia. According to your 1.35 database it should be found in Sector 7 where I didn't find it at all. So I wanted to know if I missed it and need to restart a game or if the database is wrong and I get it somewhere else. Also after digging a bit I found that DB materia was on Tifa in 1.2 when "recruiting her" which isn't the case in 1.35 so :
- Was it on Tifa and you just changed location from "Tifa" to "Sector 7" in the database which is where we got Tifa but have relocated the materia somewhere else and then the database isn't correct
- Is the materia still on Tifa when you recruit her and I didn't get it (mostly a bug then ?)
- Is the materia really located in sector 7 and I missed it ?

Anyway, you did a great job there and I can't wait to see what you planned for 1.4 & 1.5 :)
 
Last edited:
It's maybe been removed; I can't really remember placing Deathblow down anywhere. I'll look over the .EXE patch again and see if I can come up with something.
 
Status
Not open for further replies.
Back
Top