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

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You mean with the optional NT .exe? I'm not sure, I've never used Bootleg. To answer both questions, the mod itself can run with any custom models, so long as the extra models used by the NT Mod for new enemies are left intact (if these are deleted due to a graphic mod's installer then the mod will soft-lock when it tries to load an enemy model that's no longer there). So it depends on the graphical mod installer; my own installer is easy to use, but basic in that it overwrites the entire .lgp files rather than just adding/changing the files that are new. Anything that changes default-story bosses, field screens (but not field script/dialogue), the battle backgrounds, and/or the characters should be fine.

So the first step would probably be installing the NT Mod, and then applying graphical mods on top of it. If the installers for those graphical mods are more precise than mine, they should only alter specific files while leaving everything else alone. I've seen people playing the NT Mod with graphical mods on top so it's definitely possible. The models can also be added manually by decompiling the char.lgp or battle.lgp and then moving the HD models in that way, overwriting the old ones before recompiling it (ULGP seems to be the tool for that).

As far as the prototype .exe goes, it should run fine with whatever mods are installed but if you installed something like the Menu Overhaul or anything else that alters the ff7.exe then I'm not sure how that'll go. I think the best thing as far as that goes is to try it out. If it doesn't work, swap over to a normal ff7.exe and patch that with Menu Overhaul, etc. instead. The NT Mod was actually specced with a default .exe in mind; the new one is just an optional add-on and I'm not even sure if it's balanced (the materia bonuses/penalties are quite heavy and I predict it'll make the game a lot harder).

Edit: @Kalderasha, I just got the HextLaunch thing working. I'm compiling a .txt file with all the hacks I've found on the threads which can be enabled/disabled by adding or removing a '#'.
 
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oh this looks complicate x)
best way is to try so but i don t want to restart all moded i instaled it took me so long time to worth it ^^
 
The NT Mod will (hopefully) be added to Bootleg and 7H in the future, which will make it much more simple.
 
Hop this will come in lo longer timer :)
And i hope too bootleg finaly add some cid hd char because there is not hd char for him yet
 
It'll most definitely be in Bootleg. The frame for it is already there (as is for most of the mods), only need to add the install parser for it.

@levantine - I don't create mods; Bootleg only installs existing mods from other people. If someone makes it it'll be in, but I won't make it.
 
Thx for answer, and what about the mod that make the fps to 60 in your bootleg? :)
There is already hd char for cid but this is in advent children mod and i suppose that u wont put thoose graphics in your bootleg no?
So maybe i should ask for making hd char for cid on the forum
 
The 60FPS mod will be in. As for the Advent Children models, I cannot, since they're ripped (it's illegal).
 
There are two Cid mods that I know of which are legal, Kaldarasha and cmh175.
 
ah, in my bootleg there is no proposition, maybe i have an older version ^^
anyway i will wait for the update would contain threat mod and 60 fps :)
 
ah, in my bootleg there is no proposition, maybe i have an older version ^^
anyway i will wait for the update would contain threat mod and 60 fps :)
The current release is old. The next version will not be out before a long while.
 
And i hop there would be models for cid in your upadate :)

Hope too update will coming soon, can t w8 ^^

Thx again for answer, you all do a nice work !
 
The starting level was changed back to it's original (Lv.6) for the mod a while ago. The quickest way to tell is to open the magic menu after starting a new game; if Cloud has Fire as well as Ice and Bolt then the patcher has worked. Another way to tell is in the next screen, after naming Barret, he asks you which music option you want instead of telling you how to run.

Finally, opening the equip menu and looking at your Bronze Bangle can confirm if the patcher has worked; it should three Materia slots now instead of none: two linked and one single.
 
barret is supposed to be low magic, right?

why does he have the highest magic out of the starter 3 lol he even gained 2 mag when he leveled up

nevermind, i used a trainer to set everybody's exp to 99999 and he ends up with less magic than cloud or tifa on average.
 
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The curves used have a little variation going through but on the whole they end up where they were intended. I checked Barret's Magic curve against Cloud and Tifa; he actually keeps pace with Cloud all the way until Lv.20+ (even though his maximum possible Magic is only 45 compared to Cloud's 85). What I might do is swap Tifa and Barret's Mag curve; gives her that option to use Magic a little better early in the game when her limits and attacks aren't standing out as much (whereas Barret has long range weapons).
 
i've always had tifa as the ex-skill user , cloud magic swordsman, aerith healer( swaped with vincnet or cid depending on how i fell)
 
Thanks for pulling out the patcher for the old exp rate so fast but im not able to patch the game with it. It always says that there are no files to patch even if I installed the mods even a second time.
 
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