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

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I can change Limit Break kill/usage requirements and the HP% damage needed to fill them at each level through the Kernel; the actual damage/effects of the Limits themselves are stored in the .EXE so I can make these changes if needed. As far as kills go for a low level run, I could help out by adding an enemy here or there that gives 0EXP; Mango Fangs on the Temple Area (wasteland areas on the tip of the isle) already give 0 EXP for instance (I think). I'd be reluctant to just lower the kills needed specifically for low level games, as there was another player on ID saying he had Limit Level 3 for Tifa by the time he reached Junon or thereabouts (though that might have been a grind heavy run).
Adding mobs that die in one hit and deals no dmg (or i dont know, nothing to time consuming atleast) might be a good idea. Maybe even just add it to Arrange since (from my understanding) Arrange will most likely be the second+ run, where normal could cater towards fresh NT runs.
 
If it's that important to support Limit Break variety in NT speedruns, you could try adding a Limit Tutor NPC at key points. Talking to that NPC will check the player's time against Sega Chief's staff record and will unlock the corresponding level of limit (unless it's already unlocked via trainer). =\

I mean, just thinking about Excalibur 2 in FF9 and all. It doesn't have to be restricted to limits, or be as well hidden; depends on what you think would be fun. Something to consider if it's an option and you think it has potential, Sega Chief.
 
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Thanks Sega, I can begin now. ;)

Edit: well, as I expected, that doesn't work because of the french text which is much longer than the english text. :( Do you think that it could work if I use french kernel and then apply your modifications ?
 
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If it's that important to support Limit Break variety in NT speedruns, you could try adding a Limit Tutor NPC at key points. Talking to that NPC will check the player's time against Sega Chief's staff record and will unlock the corresponding level of limit (unless it's already unlocked via trainer). =\

I mean, just thinking about Excalibur 2 in FF9 and all. It doesn't have to be restricted to limits, or be as well hidden; depends on what you think would be fun. Something to consider if it's an option and you think it has potential, Sega Chief.
I dunno if it can work that way. With the exception of a special script for Cloud's Omnislash in prep for the final battle, Limits need to be learned in-battle as far as I know.

Thanks Sega, I can begin now. ;)

Edit: well, as I expected, that doesn't work because of the french text which is much longer than the english text. :( Do you think that it could work if I use french kernel and then apply your modifications ?
Sure, that could work too. It doesn't need to be 100% translated either; if you have to leave stuff out or reword it to make it fit then no worries.
 
Hi Sega Chief ! I wanted to say hello and huge thanks for this amazing expérience you offered with your work here. 8-)

For those who want to know, I'm using 7th heaven and after I set my mods order, I did a clean install of the NT mod 1.4 + the latests updates and for now it works really fine.
I did this cause the last update 7th heaven gives me is only the 3.5, I wanted the best from the best :-D

So... I wanted to know one more thing... is the lv70 cap been removed ? I saw it on the forum and I must admit it was the only real bad point... Personnaly I patched the .exe to break the 9999 damages and HP limits :mrgreen:
 
Sure, that could work too. It doesn't need to be 100% translated either; if you have to leave stuff out or reword it to make it fit then no worries.
OK, and if I suppress the help texts (I think nobody needs these ^^), will I gain space in the kernel ?
 
Could you put the text from the beginners hall (especially the status effects, as it seems like you changed some,) into a text file somewhere? I made a save to keep but overwrote it by accident.
 
Hi Sega Chief ! I wanted to say hello and huge thanks for this amazing expérience you offered with your work here. 8-)

For those who want to know, I'm using 7th heaven and after I set my mods order, I did a clean install of the NT mod 1.4 + the latests updates and for now it works really fine.
I did this cause the last update 7th heaven gives me is only the 3.5, I wanted the best from the best :-D

So... I wanted to know one more thing... is the lv70 cap been removed ? I saw it on the forum and I must admit it was the only real bad point... Personnaly I patched the .exe to break the 9999 damages and HP limits :mrgreen:
It's been removed, yeah. Let me know how it goes with the break damage limit/9999 break; which attacks you can get past 9999, for instance. It'll let me give people a better answer when they ask me if the mod can cope with 9999+ stuff or not.

OK, and if I suppress the help texts (I think nobody needs these ^^), will I gain space in the kernel ?
Yep, a lot of the space is from those help texts. The equipment in particular; most of them don't have text in the original at all. One thing to note is that if you remove the text entirely, an odd thing can happen where in-game some garbage text will appear for the item description instead. Best thing to do is try to have something in there, even if it's just a . or a number representing the stat gain.

Could you put the text from the beginners hall (especially the status effects, as it seems like you changed some,) into a text file somewhere? I made a save to keep but overwrote it by accident.
I'll put something together.

http://pastebin.com/QyCyKzqt

Looking at it though, I'd better get that text revised soon.
 
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I can already answer this question : Yes it works, today I threw a X-potion on the friendly Scorp boss that help us against the brass dragon and I healed him with more than 25000 hp per potion  ;D

If you managed to add a new game + campaign it would be great to break the lv 99 cap, but it sounds pretty hard job 8)
 
What do you get for choosing Barret for the date? The box disappeared before I had the chance to read it and I don't see anything new in the menu.
 
I can already answer this question : Yes it works, today I threw a X-potion on the friendly Scorp boss that help us against the brass dragon and I healed him with more than 25000 hp per potion  ;D

If you managed to add a new game + campaign it would be great to break the lv 99 cap, but it sounds pretty hard job 8)
I had a plan to do a New Game+ but I figure it'd just be easier to make it a stand-alone mod that can be played either with a pre-existing NT party or with a pre-made generic party (so that it can be played even without a save file).

What do you get for choosing Barret for the date? The box disappeared before I had the chance to read it and I don't see anything new in the menu.
Should be a Microlaser; I went over that script recently, I think they weren't dropping correctly.
 
Thanks that is very helpful to keep as a reference. Are there major changes I should know about?
 
Hey Sega, thanks for this awesome mod. I have a question though, I fiddled a bit with my Kernel (and kernel2) via Wallmarket prior to the patch, and it seems like the text to a lot of the content, like materia and equipment, are not updated (Lv 1. Skill for Heal is "Death" instead of "Osmore", although it does drain MP instead of inflicting death)

Since this is my first playthrough, I feel like I'm missing a lot of important information. Do you have the raw data files that I can just copy into my data folder? Thank you so much.
 
I am in the Mythril Mines and I think laser is bugged. I was able to kill one of those solo flying enemies with demi followed by laser. It deals over 1000 damage against them... something like 3/4 max hp.

The attack worked against the turks too. 1/3 max hp damage. Seems very powerful...
 
I am in the Mythril Mines and I think laser is bugged. I was able to kill one of those solo flying enemies with demi followed by laser. It deals over 1000 damage against them... something like 3/4 max hp.

The attack worked against the turks too. 1/3 max hp damage. Seems very powerful...
Nope, Laser is working perfectly. Laser was changed to be able to kill what it hit. Creatures weak against Gravity can also be killed by the "Demi" spells. ^_^


Anyways, I seem to have encountered a bug on disk three. The Weapon Master guy who crafts said weapons seems to state that he's unable to make Cait Sith's "Ultimate" weapon due to lacking the required items, even though the three listed items are things I have. I think that the "List" in the coding is different from what's being stated in the text or whathaveyou. I haven't encountered this issue with any of the other "Ultimate" weapons though (still haven't gotten the items needed for Yuffie, Red, Cid, and Barret's weapons yet, though if I find any issue I will speak up), only seem to be having this issue with Cait Sith's HP Shout.
 
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Hey Sega, thanks for this awesome mod. I have a question though, I fiddled a bit with my Kernel (and kernel2) via Wallmarket prior to the patch, and it seems like the text to a lot of the content, like materia and equipment, are not updated (Lv 1. Skill for Heal is "Death" instead of "Osmore", although it does drain MP instead of inflicting death)

Since this is my first playthrough, I feel like I'm missing a lot of important information. Do you have the raw data files that I can just copy into my data folder? Thank you so much.
Sounds like the kernel2 might be out of whack. I'll arrange something.

Nope, Laser is working perfectly. Laser was changed to be able to kill what it hit. Creatures weak against Gravity can also be killed by the "Demi" spells. ^_^


Anyways, I seem to have encountered a bug on disk three. The Weapon Master guy who crafts said weapons seems to state that he's unable to make Cait Sith's "Ultimate" weapon due to lacking the required items, even though the three listed items are things I have. I think that the "List" in the coding is different from what's being stated in the text or whathaveyou. I haven't encountered this issue with any of the other "Ultimate" weapons though (still haven't gotten the items needed for Yuffie, Red, Cid, and Barret's weapons yet, though if I find any issue I will speak up), only seem to be having this issue with Cait Sith's HP Shout.
I think it's a wrong check or something. When the flevel is (inevitably) updated this issue should be fixed too; was holding off until dark cave was done, but time is marching on so I'll need to fire up new patches soon.
 
Thank you so much. I want to add that in my specific case, copying the files and overwriting them don't work for some awkward reason. Opening the Kernel.bin from Wallmarket before copying the file yields all the updated names, but once that same file is copied into the data folder, and before booting the game, it immediately displays the wrong names. I also tried creating kernel2 before updating them all together, still no luck.
 
I have problems with your kernel2 Sega. Lots of blackscreens... myst6re will look at it to see if he can repair it.
 
I personally like doing more than 9999 damage with hits, but I know you designed your mod without break damage limit in mind.  I was wondering, though, if break damage limit could be applied to some attacks but not others.  For example, if Red's, Yuffie's, and Vincent's level 4 limits could break damage limit, they would be closer to the power of other characters final limits.  Bahamut Zero could break damage limit making him much more powerful than the first Bahamut.  Not sure if that's possible, but maybe it could be useful.  Also, would it be possible to make the damage limit 10,000?  That would be so much more satisfying than 9999 without throwing off the game balance.
 
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