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

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When are you going to re-release the exe mods for limit breaks and other non-WM editable things? I really enjoyed it!
 
Hey there...

Have you considered making a guide to your mod?
Specially with the missables and optional stuff.

Best regards.
 
Hey there...

Have you considered making a guide to your mod?
Specially with the missables and optional stuff.

Best regards.
I'll be working on a rough draft of a walkthrough after I'm done with the current run I'm on as I'm planning on doing casual speed runs since the mod is almost complete ( :( ).
Will be including pick ups, good steals/morphs, weaknesses and boss strats. Probably no screen grabs unless it's necessary. Most if not all content will be doable without the use of the SP levels nor grinding. The only thing the guide will go out of its way to recommend is grabbing the Enemy Skills and including what characters I used at the point. I'd imagine it's up sometime around the end of next month, or I could release it in chunks as I go. Will probably not include the battle arena in before the end game since I find it a major PITA.

There are already boss kill vids from 1.4 on youtube if you need specific help before then. And I fully recommend running the mod without a walkthrough as so far I haven't found a wrong way to play it. I'm just about to finish up the Huge materia part of the story and I have not pumped my chars with any stat levels and I find myself having a more challenging but still fully manageable time. If there's anything specific you want me to add in, you can PM me and I'll check it and make note of it before I end up doing the run/writing everything out.

Shout out to Sega Chief for the awesome mod and adding a pair of linked slots on the ancient weapons because holy crap my life is going to be so much easier because of that. <3
 
is it all that bad that i dont save Coral? I get to the front of the train, but only with maybe a 1 min left. and by the time cid gets down with his smoking, i crash into the town. so if i dont save it what do i loose? besides the Huge Mataria and Bahamut ZERO
 
I'm guessing that it'd be too much of a headache to let us have complete free reign of the party makeup in disc 3? Would be fun to experiment even more with different compositions and to run around with Yuffie or Red as field leader. I understand there'd be a lot of things to workaround though in terms of sidequests etc.
 
When are you going to re-release the exe mods for limit breaks and other non-WM editable things? I really enjoyed it!
Yeah, I'm going to put another one together soonish.

Hey there...

Have you considered making a guide to your mod?
Specially with the missables and optional stuff.

Best regards.
I'll be working on a rough draft of a walkthrough after I'm done with the current run I'm on as I'm planning on doing casual speed runs since the mod is almost complete ( :( ).
Will be including pick ups, good steals/morphs, weaknesses and boss strats. Probably no screen grabs unless it's necessary. Most if not all content will be doable without the use of the SP levels nor grinding. The only thing the guide will go out of its way to recommend is grabbing the Enemy Skills and including what characters I used at the point. I'd imagine it's up sometime around the end of next month, or I could release it in chunks as I go. Will probably not include the battle arena in before the end game since I find it a major PITA.

There are already boss kill vids from 1.4 on youtube if you need specific help before then. And I fully recommend running the mod without a walkthrough as so far I haven't found a wrong way to play it. I'm just about to finish up the Huge materia part of the story and I have not pumped my chars with any stat levels and I find myself having a more challenging but still fully manageable time. If there's anything specific you want me to add in, you can PM me and I'll check it and make note of it before I end up doing the run/writing everything out.

Shout out to Sega Chief for the awesome mod and adding a pair of linked slots on the ancient weapons because holy crap my life is going to be so much easier because of that. <3
A guide would be interesting; 1.5 is the finalised version so when that's out you can rely on none of the item locations, etc. getting changed after that.

is it all that bad that i dont save Coral? I get to the front of the train, but only with maybe a 1 min left. and by the time cid gets down with his smoking, i crash into the town. so if i dont save it what do i loose? besides the Huge Mataria and Bahamut ZERO
You don't lose anything; you can get Comet from Junon's Docks (where the Cargo Ship used to be) and Bahamut ZERO can be dug up from Bone Village if it was missed (the location to dig for it should be floating about online somewhere).
 
A guide would be interesting; 1.5 is the finalised version so when that's out you can rely on none of the item locations, etc. getting changed after that.
I know things will be changing but it wouldn't be hard to go back once 1.5 comes out and edit in info.

1.5 is out soon then?
From talking before with SC I believe he wants it out in January? I might have crossed some signals there but I believe that is what the plan is. Will include the arrange mode and the optional Aeris stuff.
 
Hey Sega, defeated Shadow Ozma, but couldn't seem to re-enter the Dark Cave, any advice on progressing here? Just not complete? Or am I missing something? Returning the Dark Cave never prompts me to enter, all the dialogue is exactly the same as when I exited the first time.

Help!
 
Hey Sega, defeated Shadow Ozma, but couldn't seem to re-enter the Dark Cave, any advice on progressing here? Just not complete? Or am I missing something? Returning the Dark Cave never prompts me to enter, all the dialogue is exactly the same as when I exited the first time.

Help!
I'm still setting that up; I thought it would be as straightforward as resetting the main flags for the sidequest but it seems that there's more to it. There was going to be two, but I'm starting to think it'd be more straightforward to just have it be the one fight.
 
I went and fiddled around with the memory and Ochu to see if I could at least get myself back into the area, re-activating the teleport trigger was easy, but I crashed after that and didn't want to dig any farther, haha.

I can see if I can dig a little bit more if you'd like, looks like just setting DC0BC5 0E8D (3, 233) back to 01 lets you back in, but I saw some discrepancies in variables from the first time you run the quest and what values are re-set to after you complete the fight with Ozma Shade.
 
So far, really enjoying the mod. The changes are nice, and the new boss fights are awesome. The models for them look really cool. However, I have encountered a bug. I tried searching the forums for it, but it doesn't seem to be listed. I'm not sure if it's just the transform materia itself, but I have Added Effect paired with Transform, and counter equipped to Cloud. Whenever Cloud counters and Added Effect triggers, it shrinks and frogs them, but then everything stops. Timers keep going, animations and everything keep moving, but no one attacks, and the battle cannot continue.
 
I went and fiddled around with the memory and Ochu to see if I could at least get myself back into the area, re-activating the teleport trigger was easy, but I crashed after that and didn't want to dig any farther, haha.

I can see if I can dig a little bit more if you'd like, looks like just setting DC0BC5 0E8D (3, 233) back to 01 lets you back in, but I saw some discrepancies in variables from the first time you run the quest and what values are re-set to after you complete the fight with Ozma Shade.
It's fine, I'm going to need to do some test runs because there's a lot of variables involved.

So far, really enjoying the mod. The changes are nice, and the new boss fights are awesome. The models for them look really cool. However, I have encountered a bug. I tried searching the forums for it, but it doesn't seem to be listed. I'm not sure if it's just the transform materia itself, but I have Added Effect paired with Transform, and counter equipped to Cloud. Whenever Cloud counters and Added Effect triggers, it shrinks and frogs them, but then everything stops. Timers keep going, animations and everything keep moving, but no one attacks, and the battle cannot continue.
My best guess is that the enemy is trying to use an attack that isn't compatible with the Frog form. Do you remember which one it was, or the area you were fighting in?

Edit: Got a bunch of stuff to fix and the 3rd/final bracket of Junon Leagues to go in, unfortunately this means a full install replacement as it uses 2 new enemy models.

Issues Fixed:
-) Wrong encounters appearing in Ancient Forest
-) Wrong script trigger in Aeris' Lv.4 Limit sidequest
-) Chest was placed correctly in Ancient Forest (Apocalypse can be retrieved now)
-) Lost & Found NPC should spawn now (for players missing Omnislash)
-) 2nd Wave in Junon Leagues should trigger correctly

As for the Dark Cave thing, I'm either going to nix the idea of having the two super-bosses 'connected' to each other or move one of them into a location that isn't missable. Should be a cleaner solution to the problem.
 
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Hello everyone. Sega Chief, this is an amazing mod and glad I am able to play FF7 in a new skin as it is one of my favorites so thank you for your contribution to the gaming community with this one.
Anyways, I installed the Dec. 29th updates and I read posts suggesting I should be able to get Omnislash from the Highwind NPC (he disappeared sometime ago and isn't back) I did complete the Zack flashback after you fixed it and received the shinra alpha but no limit break.

Also, I am stuck with Cid's limit break as I am unable to talk to the mechanic outback. The new threat npc on the Highwind suggests I talk to the kid after selecting Midgar from his list. I had killed the kids contraptions up to the love buster previously so I'm not sure if that may be an issue. I've been playing this mod since march of last year. So I do have a good amount of changes on my play-through. So I can't really pinpoint whats going on. I did beat the Curator in midgar and got the micro engine too.

I'd really appreciate the help, I'm not super tech savy but if you need more info let me know.
Btw after the white materia mimic battle was rather glitchy, it would freeze up if I didn't run out before Red Xlll and try to proceed with the death scene. Not sure if it's fixable but if someone else runs into that issue was the only way I got out of the screen after picking up the loots.
 
My best guess is that the enemy is trying to use an attack that isn't compatible with the Frog form. Do you remember which one it was, or the area you were fighting in?
I was fighting in the Cave of Ghi at Cosmo Canyon, and the last thing I remember it happening on was the Heg snakes. I have been doing some testing, and so far casting Lagomorph on them normally works fine. They attack as small frogs doing 1 damage, and the fight goes on. However, if Heg gets transformed because of added effect, the bug will trigger. Tried it on both the Heg, and Sneaky Step...dogs? I also went out of Cosmo Canyon and encountered some Desert Sahagins, and tested both casting and added effect and it works for both of them. The bug triggers on Grand Horns as well though. So it's not just enemies in Cave of Ghi.

Edit: I should also add that the bug is immediate. As soon as they are transformed by added effect it triggers. So if I counter goes off and triggers added effect transform, then the bug goes off, so it isn't even on their turn.
 
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Hello everyone. Sega Chief, this is an amazing mod and glad I am able to play FF7 in a new skin as it is one of my favorites so thank you for your contribution to the gaming community with this one.
Anyways, I installed the Dec. 29th updates and I read posts suggesting I should be able to get Omnislash from the Highwind NPC (he disappeared sometime ago and isn't back) I did complete the Zack flashback after you fixed it and received the shinra alpha but no limit break.

Also, I am stuck with Cid's limit break as I am unable to talk to the mechanic outback. The new threat npc on the Highwind suggests I talk to the kid after selecting Midgar from his list. I had killed the kids contraptions up to the love buster previously so I'm not sure if that may be an issue. I've been playing this mod since march of last year. So I do have a good amount of changes on my play-through. So I can't really pinpoint whats going on. I did beat the Curator in midgar and got the micro engine too.

I'd really appreciate the help, I'm not super tech savy but if you need more info let me know.
Btw after the white materia mimic battle was rather glitchy, it would freeze up if I didn't run out before Red Xlll and try to proceed with the death scene. Not sure if it's fixable but if someone else runs into that issue was the only way I got out of the screen after picking up the loots.
The Limit will be obtainable from the Lost & Found NPC pending tonight's update; I'd deactivated him earlier and forgot to take that part of the script out when the Omnislash issue popped up. As for the Cid thing, that's more than likely variable interference from the old questline; I'll do what I did with Tifa's one and use a fresh set of vars for it so that it can be started. The Aeris Lv4 Limit also had some interference going on with some rescripting in that area, but it was reported by a dude on Steam and I've since added a fix which will also be in the updated files tonight.

I was fighting in the Cave of Ghi at Cosmo Canyon, and the last thing I remember it happening on was the Heg snakes. I have been doing some testing, and so far casting Lagomorph on them normally works fine. They attack as small frogs doing 1 damage, and the fight goes on. However, if Heg gets transformed because of added effect, the bug will trigger. Tried it on both the Heg, and Sneaky Step...dogs? I also went out of Cosmo Canyon and encountered some Desert Sahagins, and tested both casting and added effect and it works for both of them. The bug triggers on Grand Horns as well though. So it's not just enemies in Cave of Ghi.

Edit: I should also add that the bug is immediate. As soon as they are transformed by added effect it triggers. So if I counter goes off and triggers added effect transform, then the bug goes off, so it isn't even on their turn.
Thanks for taking the time to test this. It sounds like I might need to make those affected enemies immune to those statuses if it's an immediate soft-lock with added effect. I can only guess what the underlying cause is for now, but hopefully some kind of clue will turn up if I compare files, etc. Cheers again, bud.
 
*slight spoiler alert be warned*


Out of curiosity, are the two Cids and the red haired guy place holders for the Commando's guarding the Shinra Mansion place holders? Cause it looks pretty silly. Also, love what you did with the sleeping man in the cave where Mythral is. Gave me a good chuckle.


Use the spoiler tags for spoilers :wink: ~ EQ2Alyza
 
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No, there's two field models for those in NT's char.lgp but if you're using another mod that replaces models then they'll be shown as Young Cid + a duplicate Red-haired NPC instead. They were set up before I knew I could make new field models with their own ####.hrc name. I'll prob do that before I put this new installer up.
 
Since adding the NT char.lgp to the Catalog, it is now recommended its load order be above all the Field Models categories. I forgot to make that note change in the written tutorial.
 
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