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

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Finally got the time to look at the files
I'm gonna have to make a documentation for what is where

Also I think I need to cut down a lot on the number of things I'll port over because it's just too many nice things over here.
Already fell victim to scope creep once, second time is game over  8)
 
Finally got the time to look at the files
I'm gonna have to make a documentation for what is where
I'll put together a list of those flevel changes once 1.1 is out with all the field fixes. I think once those are in, it should be mostly error-free as far as the field goes (with the exception of the Gondola which skips the second part of the ride going over the Event & Ghost Squares). Most of the work is in fixing the scene/bin to get rid of the dodgy steal/drop flags, redesigning certain boss fights, and fixing up the soft-locks caused by some enemies. I'm also planning to experiment with some stuff like 'double' spell animations using a dummy invisible Clod and seeing if I can get that working reliably (an Aire Tam Diamond Flash would be interesting). It'll all be a while off though, got a tonne of actual work to get done over the next few weeks.
 
hey Sega, mod looks really fun and I want to play it or try it out but I cannot find where to download it on the OP, am I blind? I cant seem to find it lol.
 
Hey there,

Nah, you're not blind; I took the links down because I've nearly finished a big overhaul for this mod. It was too buggy and difficult before, so I reworked the whole thing. I'm aiming for the 15th June for release but there's a Beta that goes up to the boss fight with Dyne if you're interested:

v1.1 Beta 1998/Old PC version: http://www.mediafire.com/download/gdlhtvdmahbaks6/FF7_New_Threat_Patch_Ver_1.1_Beta_1998.exe

v1.1 Beta 2012/Steam version: http://www.mediafire.com/download/az17oslzhuu01ol/FF7_New_Threat_Patch_Ver_1.1_Steam_Beta.exe

Just run the installer and point it at your version of FF7's data folder when prompted. It has special writing permissions so you might need to run it as Admin if there's security issues. The demo goes up to the boss fight with Dyne; once you have the buggy, I'd recommend saving the game and not continuing as the flevel will be referencing enemies and formations that don't exist. Save files made on the Beta can be used with the finished version without any problems.

One thing to note, the opening cutscene skip doesn't work for the Steam version (it crashes the game when you fight the first set of soldiers) so if you download that version then select 'No' when asked if you want to skip the opening (it's being removed from both versions if I can't figure out how to get it working properly).

Finally, if you run into any issues with the mod or have suggestions for stuff to add or ways to improve it then let me know.
 
ok great thanks, ill have a look back around the 15th for a new update :)
 
been waiting since january for this update :D i can't wait man

awesome mod
 
Really? Sorry about the wait; I've been working on it when I can but I fell behind with it this week because of a bout of flu and some new ideas I've had for it. I'm aiming for the 21st now for the 1.1 release. If there's anything you want to see in the mod then let me know and I'll see what I can do.
 
don't worry about it :) iv'e enjoyed the mod so far

so anything you do to it now is just a bonus for me :)
 
hey sega a few questions about the mod.

Is the entire game modded and playable in the 1.1 release?

How does this compare to Gjoerulv's hardcore mod? I just finished that one.

Also with this mod, is it going to a different feel than the original or just harder?
 
The 1.1 Beta is only modded up until Dyne, but the 1.1 release I'm hoping to finish by the 21st will be complete.

This mod adds new monsters to the game and adjusts the stats and AI of each monster like Gjoerulv's mod but it has a few extra features on the side like mini-scenarios to unlock a character's Lv.4 Limit and Ultimate Weapon (usually by fighting a new boss I've made), an Extra Battle for the Battle Square (where you unlock tough monsters to fight by trading in items), and an option to change your party leader to Cloud, Tifa, or Cid from the Highwind's Operations Room. There's a surprise waiting in the middle of the game too.

This time I'm aiming for something that feels different but not as punishing as a Hardcore mod. Random encounters don't inflict as much damage as the Hardcore mod encounters do (you can have your team on the Front Row and pincer attacks aren't guaranteed death), but they're stronger than default game fights and they have new attacks to keep you on your toes. All the story bosses were given new attacks, a new look, and most have new AI. Some might be quite challenging the first time around but there's some new save points dotted around to cut down on back-tracking. Everything gives more Exp, Ap, and Gil too so the game goes by faster and your spells are stronger and cost less MP so that magic isn't as useless toward the middle and end of the game.

But I'm planning on making a much harder version of this mod after 1.1 is done.
 
Sorry to bump this thread, but the overhaul of this mod is finished. Details are on the updated front page. Apologies in advance if that image used needs to be taken down due to size. 7th Heaven version tomorrow. Must sleep now.
 
Just wanted to point out in the readme that Vincent isn't listed under the [Starting Party] section.
 
Cheers mate I can't wait to showcase your mod once I am done with my hardcore mod play-through I am going to make sure to get a serious crack at this. I will let you know on this thread if I run into any mishaps while i am steaming. Seriously can't wait :)
 
Hey, it's a nice mod you've made ! I really enjoy it even though it may be a little too easy  :-P

I may have found 2 bugs in Mount Nibel :
- Down the pipe 2, when we pick the item it says 'Jem ring' but it is a Powersoul in the inventory (Materia Keeper gives a Powersoul too).
- When Materia Keeper is slained, I can hear a materia boucing (Counter Materia) but no sign of it.

Any hint to defeat Lost Number ?  :-)
 
Thanks for letting me know, I'll fix those up. But the materia not appearing is strange. I remember changing the location it spawns from (so that it appears from Keeper's new location) and testing it a few times. I'll need to look at it again; and it now drops a HP<->MP Materia instead, I moved Mega All to the purple Materia cave in it's place.
EDIT: I had a look at the flevel and tested it out in-game, the Materia drops when Keeper dies but it can't be seen. It can be picked up however, search around where Keeper was standing before. I'll try and make it visible for the next update patch.

I moved the key to the basement to a treasure chest (where the Enemy Launcher was) while the Enemy Launcher itself is in the other wing of the Shinra Mansion (replacing a Magic Source). The reason being that Lambda is a strange fight and I didn't want to prevent access to Vincent, but I wanted to make Odin tricky to obtain. Basically, he'll transform when he's attacked while a variable is sitting on a certain value. It starts at 0, and whenever you hit him, it adds 6 to this value. When he uses 13th Aura, it adds 13 to the value. You're looking to make a prime number with the clue being: 34 come before it, and you have to go one over his. But I've been thinking that it's not a good fit for this kind of mod though; I might change it back to the standard fight and use this Lambda build for another project depending on how people find it.

The mod is quite easy but glad you're enjoying it all the same, the basic idea was to just make it fun to play; sometimes it's nice to just cut loose instead of getting knocked about all the time.
 
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After beating Materia Keeper again, I saw the materia dropping, it goes off screen under the red thingy indicating the exit.

Thanks for the Lambda explication, i'll try it after getting the tiny bronco.
EDIT: Didn't manage to beat him even if I think I found the number  :'(

My game keeps crashing against Godo at the beginning of the fight, any idea ?
 
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I'll review both fights, starting with Godo; that's likely caused by the changes I made to his AI. I'll have the scene.bin hotfix updated in about 20 minutes.

EDIT: I fixed Godo and reviewed Lambda; there was a softlock with either form's attack that finishes the fight. Both issues were fixed.
 
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I downloaded the scene.bin hotfix and installed it but the fight with Godo still crash at the beginning.

A minor bug : CD1 Battle square, I had 3400 GP and wanted the Pre-Emptive Materia (3000 GP) but I'd got the S-mine instead (which is at 5000 GP).

Are we supposed to beat Jenova Life ? Because I died to her and the game continues anyway.

I read that I can still use Aeris after her death (And the use of a phoenix down  :-D) but I don't see her with the PHS. Is it normal ?

Thanks for your answers.
 
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