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

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Arrange Mode was intended for people who had previously beat the mod on its normal setting so it has a few bosses that are a lot tougher than their normal mode counterparts. Jorm in particular causes problems whereas Illuyankas/Bottomswell on normal mode is a lot more manageable.

This is one of the few fights where there's no advantage to having anyone in the front row as Jorm can't be reached with short-range attacks and there's no Long Range Materia that early in the game so move everyone to the back for this one. Barrier+All and Cover on someone like Barret with high defence (Protect Vest) should be more than enough to deal with the physical attacks early on (apply Sadness to the characters as well if not for another 30% damage reduction though this'll cost you Limit Breaks and make the fight last longer).

Antidotes are useful for dealing with Venomstrike as they heal Poison and Dual-Drain (reverse-regen). You can also combine Elemental with Heal Materia for some early Water element protection which'll reduce damage from Cyclone and Wave by 50% (or you can combine it with Fire to reduce damage from Tropic Breath instead).

Attack-wise, Choco-Mog can be useful for 'pushing' a phase so if there's a particular phase where he's too dangerous then save it for then to knock his HP down and progress him to the next phase sooner. For regular attacks, bolt spells and Bolt + Elemental in a character's weapon is a good shout if you're not using Elemental for defence.

As for party, I'd take Barret and give him the support materia like Barrier, Cure, etc. with Cover and Counter-Attack on him. Try and lift his defence with a Protect Vest if you have one, and any good physical defence armour you might have. Aeris can also be useful here for slinging Bolt/Choco-Mog and Healing Wind can help you out of a tight spot; having her in Fury status could also help as it means you'll get a lot of Heaing Winds to keep your party alive, but it might make her spells miss. She can also Defend to absorb elemental damage in a pinch.
I've tried to put everyone on Back Row, Sadness and with Barrier up, not the damage is 200~ish.

BUT the boss has 15000 HP! My resources can't keep it up with such enourmous health, with every bolt hitting 300~ish.
 
Amazing. 

Thanks for the quick response.  I must have updated it and not realized it.

Love that Cid has that now.  He was really the only character whom I didn't really care for his innate ability.

Thanks again for all you've done.
 
Hi,

is there a reason why my ff7 game (2012, V 1.06) won´t start with the newest build? As soon as i open the ff7 launcher and click on "play", the launcher will just pop up again. With my older build, the game works fine. I also re-installed the game. I don´t know exactly which older build i use. I only know that it is a 1.5 Build from last year.
 
It'll be the executable change, the older build did not modify the .exe like the new one does. Try toggling run-time permissions for the patched .exe or move the game directory out of the protected system folders, patch them, then move them back. Can also try manually patching the .exe using the Hext-Edit document via DLPB's Hext-Tools.
 
-Random Battle On/Off Feature-
Hey Team, just downloaded the mod yesterday morning, returning after about a year or so -

I only applied the first link to my Steam version of FF7 (Windows 10) no other mods or hotfixes or patches or anything other than the first link, front page March 10 2018. Everything seems to be in order for me except for the Random Battle On/Off feature. I'm not sure if it defaults to 'On' after certain points but since I like to zip through the first parts of the game and I have had 'Off' selected quite a bit but have encountered enemies in these spots:
-After the plate falls and the cutscene in Midgar as solo Cloud, when Barret and Tifa rejoin him, heading back to check on Marlene
-After the chocobo race scene when first gaining the buggy
-Gi Cave had no encounters until I ran over the oil then battles started triggering (Edit: double checked this, went back from last save point in cave to oil spot and soon as I walked over the oil a battle triggered, did not hit spikes)
-And yeah after Gi Cave events back in the buggy happened again, so I think the game is defaulting to battles 'On' after certain sequences

Can confirm that when I got to a save crystal and hit the Random Battle toggle after each of these, it switched to 'On' despite me having been fighting random encounters. Flipping it back to 'Off' has worked as intended though after each instance so this hasn't been a big deal but always want to give my feedback, love this mod. Thanks as always Chief -

Web
 
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-Random Battle On/Off Feature-
Hey Team, just downloaded the mod yesterday morning, returning after about a year or so -

I only applied the first link to my Steam version of FF7 (Windows 10) no other mods or hotfixes or patches or anything other than the first link, front page March 10 2018. Everything seems to be in order for me except for the Random Battle On/Off feature. I'm not sure if it defaults to 'On' after certain points but since I like to zip through the first parts of the game and I have had 'Off' selected quite a bit but have encountered enemies in these spots:
-After the plate falls and the cutscene in Midgar as solo Cloud, when Barret and Tifa rejoin him, heading back to check on Marlene
-After the chocobo race scene when first gaining the buggy
-Gi Cave had no encounters until I ran over the oil then battles started triggering (Edit: double checked this, went back from last save point in cave to oil spot and soon as I walked over the oil a battle triggered, did not hit spikes)
-And yeah after Gi Cave events back in the buggy happened again, so I think the game is defaulting to battles 'On' after certain sequences

Can confirm that when I got to a save crystal and hit the Random Battle toggle after each of these, it switched to 'On' despite me having been fighting random encounters. Flipping it back to 'Off' has worked as intended though after each instance so this hasn't been a big deal but always want to give my feedback, love this mod. Thanks as always Chief -

Web
Sometimes the game can switch random encounters back on as part of a cutscene's script handling; for the small segment where Cloud has left the playpark and is heading south through the scrapyard alone, encounters could be fought in the original game which I disabled and then re-enabled once Barret/Tifa catch up to you. However, this then overrides the player's choice of encounters on/off until they've went to a new field screen. There are also some default scripts that can interfere with it, like the oil slide (the devs likely didn't want players to land an encounter while slipping, so they toggle it on and off there). I'm not sure how it goes for World Map encounters, I think you run into them regardless of setting because that's a separate module to fields.

The switch variable, however, should remain in place so once you've loaded a new field screen it should have encounters disabled properly again. I'll take a note of the locations you've mentioned and add handling to avoid the issue from happening at all.
 
Yeah like I said not a huge deal, thanks as always for the quick response - through Gold Saucer Date, no other problems or noticeables out of place at the moment
 
Is Meteorain set to a specific level to attain or just needs insanely high kill count? I have been Odin'ing 4 and 5 packs for like an hour, lvl 50  Cloud to no avail - what gives ? Thanks in advance

Edit: Forums seem to say Odin's Steel Blade auto-kill does NOT count toward limit break kills *face-palm*
 
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The bad breath's status infliction capabilities are so powerful they successfully cast stop on the player of the game. Using the skill in the battle with Junon troopers or in the battle with Tseng on the launch pad while his helpers are still alive will lock up the battle(Maybe not permanently never waited more than 3 minutes). Seems to be some weird interaction between frog, sleep, and confuse. I'm playing on wait mode if that matters. Also, I tried to fight the Goldberries when I clearly wasn't ready with Cloud, Tifa, and Yuffie. Cloud and Tifa promptly died and left Yuffie alive with her innate active and under the effects of sleep and maybe slow and the Goldberries spent all their time walking around and stabbing at, but not hitting Yuffie and so I restarted.
 
Hmm, does Vincent receive a Triple AP weapon? Searched the Gelnika high and low (and the 'where is this thing' doc) to no avail. Thanks as always -
 
Do/can you gain Oversoul shards anywhere else besides the battle square arena? I found one somewhere along the way just wondering how many battle points this will take... Thanks!

(Pugilist League +1 oversoul shard)
^^^^
 
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Can't seem to steal from Crater Dragon, must have tried 100+ times, three or four dragons now
 
Tried to find Midgar Key, got myself a second Bahamut Zero, and now a third. Still no key

Okay finally got the key but, not from help with surveyors, I placed two and just checked under the wing of the wrecked plane where they were NOT looking, and got it, oy
 
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Soft Lock: (accidentally) tried to enter the kitchen in Wall Market, Chef told me to stay back and then poof stuck - had to reset
 
Was wondering what materia people are putting in Barret's missing score to maximize his damage and not turn him to swiss cheese with too much -hp%

Thanks!
 
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sorry if someone said this already but when you first talk to aeris in the sector 5 slums about the sick man in the pipe there is a misspelling of "this guy am sick" i just noticed it now XD
 
Anyone know where Cait Sith is in the Dark Cave side quest? I'm currently stuck - I have everyone else gathered up but I can't climb to Shinra HQ from Wall Market, re-entering the sewer from Corneo's is a soft lock, the train won't leave the station and I can't exit Midgar so... not sure what to do :/

Edit: Found Cait
 
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