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

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By the way and I tried the new installer and can't choose the "Check Character Status " option, just the last upgrade option. I re installed the patch even the game itself and still, the sources only add an +1 instead of +5 I'm using the steam edition and tried that new patch there, everything else is right, just the sources rly just add +1 not +5 ._.
The menu problem is likely due to the field script changes in place which I'll need to sort. The .exe not being patched is prob down to a permissions issue of some sort. If you download the 7H IRO from the front page and unzip it, you'll find some executable files inside that you can try dropping into your FF7 folder directly.

i already commenced a new game if i apply this patch now io have to restart or my save file will not get any problem ? I am at he very beginning just met aeris now.
Savemap should be fine so don't worry about applying the patch or future patches; it only tends to be big overhaul patches (when the version number changes) that the savemap gets messed with.
 
so, since the L5 was changed into Quarry ability, how do we learn chocobuckle? Been searching about it and didnt find anything ;-;
 
one thing: did you remove the choco mog matera summon boss fith?= i remember in earlier version there was one and now i simply spoke to the chocobo and it gave me materia in vanilla like game.

And btw i wish to add another suggestion: Steal materia. basic steral FF VII formula is like this:

LVdifference=40+User′sLV−Target′sLV

LVfactor=512×LVdifference100
Chance=Itemchance×LVfactor256

now i my modest opinion basing steal ONLY on level element is quite silly.... i would make steal materia based on 3 elements for the calculation whch are, level difference (like in the first formula) and then LUCK and DEXTRETY which are known thief attributes! :D this would make also tifa or yuffie good "thieves" style classes because they got usually highest dex in the game what ya think about it? :D
 
hey sega chief

is there anyway you could add in a 3x faster option on the save points, so if someone wants the game to go by 3x faster they can turn that option on and or off
 
an apopointment i would make: Concerning SP and characters i have some suggestions (just my 2 penny ideas!!) :D

AERIS:

\\Source-Point Options//
Flowergirl: +10 MAG, +5 SPR/DEX
White Mage: +15 MAG, +5 VIT<-----here i would add +5 luck
Geomancer:  +10 VIT/SPR, +5 MAG
Slum Drunk: +15 STR, +10 VIT/LCK<----------srsly..... aeris being a mage get str??? O_o can ya change with 15 vit10luck/5 spr :D

YUFFIE:
\\Source-Point Options//
Materia Hunter: +5 STR/MAG/DEX <-----i would make 5STR/LUCK/MAG to hunt materia ya need luck!!!! :D
Gil Bandit:    +10 DEX, +5 STR/LCK
Wutai Shinobi:    +10 MAG/SPR
Goddamn Punk:    +10 STR/VIT

CAITH SIT:
\\Source-Point Options//
Fortune-Teller: +5 STR/MAG, +10 LCK
Yeti Pal:    +5 STR/VIT/LCK
Materia Tank:    +5 MAG/SPR/LCK
Top Cat:    +15 DEX, +10 LCK<------instead of dex make VIT rendering him little more tanky

[Elemental Consistency]

Elemental weaknesses were inconsistent in the original game; for NT, it is easier to discern
an enemy's weaknesses based on the type of enemy:

   Beasts/Vermin:    Fire & Ice
   Mechanical:   Bolt & Water
   Large enemies:   Earth
   Flying enemies: Wind & Gravity
   Humanoid:   Poison
   Demons/Mutants:   Holy
   Temple/WEAPON:   Hidden

NOTE: here i found many isses especially on low level areas (the wolves near kalm town for example i tossed em fire2 and they received life instead of getting damaged...)


I suggest also IF POSSIBLE (i am ignorant in coding totally so dont get mad) to add Wind materia to give aeor aeor 2 and aero 3 (on northern cave the mobs first time you arrive use AERO 3 so i guess you could "steal " that animation and adapt it :D)

[Stealing & Morphing]

These have been revised for every enemy, and Morph is now available much earlier in the game.
Bosses can be Morphed, with effort, into powerful items and equipment early in the game for
players willing to invest the time and energy.
on this i would give my 2 cent idea to rework steal mechanic as follows:
LVdifference=40+User′sLV−Target′sLV

LVfactor=512×LVdifference100
Chance=Itemchance×LVfactor256

sorry for disturb and btw great mod!! I LOVE IT!! :D
 
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So with the new hotfix, is Cloud supposed to get the Limit Boost every time someone in the party uses a limit break or just when he does? Because right now it's the former and he gets a buff every time someone else uses a limit break in addition to when he does. Just confirming.

Wondering if (and others can answer this one for sure) you get to choose your upgrade path each time you rank up using SP? Like you can choose a different one each time and you're not locked into the first one you chose correct? Also how gimped would I be in arrange mode if I never use the rank up system except for the first time?

Do you unlock limit breaks (except for Level 4) the same way as in vanilla? And when I use the Elemental materia, what stat governs the amount of damage I do and what element am I attacking with each time? A little unsure how that materia works in general. Thanks!
 
so, since the L5 was changed into Quarry ability, how do we learn chocobuckle? Been searching about it and didnt find anything ;-;
It still works, Chocobos are set to react to the Index ID of the attack; if it hits them, they'll use Chocobuckle. Just remember that the other condition is that they must be eating specific Greens (Mimmet Greens I think) when the E. Skill is used although I may have removed that condition as well so that all Greens work.


one thing: did you remove the choco mog matera summon boss fith?= i remember in earlier version there was one and now i simply spoke to the chocobo and it gave me materia in vanilla like game.

And btw i wish to add another suggestion: Steal materia. basic steral FF VII formula is like this:

LVdifference=40+User′sLV−Target′sLV

LVfactor=512×LVdifference100
Chance=Itemchance×LVfactor256

now i my modest opinion basing steal ONLY on level element is quite silly.... i would make steal materia based on 3 elements for the calculation whch are, level difference (like in the first formula) and then LUCK and DEXTRETY which are known thief attributes! :D this would make also tifa or yuffie good "thieves" style classes because they got usually highest dex in the game what ya think about it? :D
There is no Choco/Mog boss in NT; you might be thinking of Gjoerulv's Hardcore mod.

Using Level for Steal is a bit problematic as most players, including myself, play under the assumption that Dexterity (and sometimes Luck) factored into the Steal chance. I'm going to review some of the formulas for the overhaul patch at some point in the future. I could use Dex for Steal, and Luck for manipulate maybe.

hey sega chief

is there anyway you could add in a 3x faster option on the save points, so if someone wants the game to go by 3x faster they can turn that option on and or off
I can't access that from the flevel; there are tools that manually adjust the speed that the game runs at though, like the Ochu tool.


an apopointment i would make: Concerning SP and characters i have some suggestions (just my 2 penny ideas!!) :D

[Elemental Consistency]

NOTE: here i found many isses especially on low level areas (the wolves near kalm town for example i tossed em fire2 and they received life instead of getting damaged...)


I suggest also IF POSSIBLE (i am ignorant in coding totally so dont get mad) to add Wind materia to give aeor aeor 2 and aero 3 (on northern cave the mobs first time you arrive use AERO 3 so i guess you could "steal " that animation and adapt it :D)

on this i would give my 2 cent idea to rework steal mechanic as follows:
LVdifference=40+User′sLV−Target′sLV

LVfactor=512×LVdifference100
Chance=Itemchance×LVfactor256

sorry for disturb and btw great mod!! I LOVE IT!! :D

The Rank-Up options were updated in the latest patch; there are now 5 options and some were tweaked.

There may be something wrong with your Scene.bin; I checked the files and Kalm Fangs are all set to take double damage from Fire. Fire2 also has the correct flags set in the Kernel.

While it would be possible to add another Materia, the issue is that the spell-list is mostly up to capacity and I want to keep Osmose, Hydro, and Pearl. I think the first time Wind can be useful as an element is against Ark Dragons in Mythril Mines and then against Formula enemies in the Junon area, by which time Chocobuckle (now a wind-element attack skill) and Choco/Mog are available (either for cast or Elemental combo in weapon).

I'd like more info on this Kalm Fang absorbing fire though; they don't absorb that in the base game which has me worried some sort of corruption has taken place. Could you test it again just to be sure?


So with the new hotfix, is Cloud supposed to get the Limit Boost every time someone in the party uses a limit break or just when he does? Because right now it's the former and he gets a buff every time someone else uses a limit break in addition to when he does. Just confirming.

Wondering if (and others can answer this one for sure) you get to choose your upgrade path each time you rank up using SP? Like you can choose a different one each time and you're not locked into the first one you chose correct? Also how gimped would I be in arrange mode if I never use the rank up system except for the first time?

Do you unlock limit breaks (except for Level 4) the same way as in vanilla? And when I use the Elemental materia, what stat governs the amount of damage I do and what element am I attacking with each time? A little unsure how that materia works in general. Thanks!
It should trigger whenever a Limit Break is used by someone, but only once and not again until the buff has worn off.

You can choose different options each time for Rank Up, yeah.

LV.4 Limits are obtained from a optional boss for each character, and can be used when Lv1, Lv2, and Lv3 limits are learned.

Elemental just attaches an element to your physical attack, meaning that all the damage is still coming from Strength + Weapon + Level, but damage output will be doubled or halved depending on the enemy's elemental resistances.
 
So with the new hotfix, is Cloud supposed to get the Limit Boost every time someone in the party uses a limit break or just when he does? Because right now it's the former and he gets a buff every time someone else uses a limit break in addition to when he does. Just confirming.

Wondering if (and others can answer this one for sure) you get to choose your upgrade path each time you rank up using SP? Like you can choose a different one each time and you're not locked into the first one you chose correct? Also how gimped would I be in arrange mode if I never use the rank up system except for the first time?

Do you unlock limit breaks (except for Level 4) the same way as in vanilla? And when I use the Elemental materia, what stat governs the amount of damage I do and what element am I attacking with each time? A little unsure how that materia works in general. Thanks!
Yes, cloud get a buff each time someone uses a limit which decay over time (opposed to Red  XII that the more in combat the more stack he gets)

and concernign SP eacjh time you kill enemies you get some SP points (you can check em in save points pressing SWITCH or SQUARE button. once you got enough of them you press R2 and you will access the menu to choose the path.
EACH TIME YOU GOT ENOUGH SP YOU MUST REPEAT THE PROCESS, which means that you can choose alternative ways to buff your chars depending in the decision you do. to be more clear, for example if for cloud you choose MAKONOID first time you get sp stuff going, the next time you can choose EX-SOLDIER for example :)


There may be something wrong with your Scene.bin; I checked the files and Kalm Fangs are all set to take double damage from Fire. Fire2 also has the correct flags set in the Kernel.
i dunno what the problem was so as a good and ignorant person in programming i restored the vanilla FFVII removing the mod and resintalled it from zero! :) I checked back in kalm area and yes now wolves get pwned with fire spells duno which the problem was ! :D
 
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So with the new hotfix, is Cloud supposed to get the Limit Boost every time someone in the party uses a limit break or just when he does? Because right now it's the former and he gets a buff every time someone else uses a limit break in addition to when he does. Just confirming.

Wondering if (and others can answer this one for sure) you get to choose your upgrade path each time you rank up using SP? Like you can choose a different one each time and you're not locked into the first one you chose correct? Also how gimped would I be in arrange mode if I never use the rank up system except for the first time?

Do you unlock limit breaks (except for Level 4) the same way as in vanilla? And when I use the Elemental materia, what stat governs the amount of damage I do and what element am I attacking with each time? A little unsure how that materia works in general. Thanks!
1: Cloud should get it on first limit used and it should not happen again until cloud takes 6 actions. Verify that you are using the most up to date version of the mod and the most up to date exe file.

2. You can choose the option every time

3. limit unlocking is the same as vanilla. support materia (the blue one) only work when paired in a linked slot with another materia. For elemental it will either give your attack damage or your armor defence vs the element of the materia it is paired with. You can see the materias element when you select it in the materia menu, it will be the element in yellow under the name on the stats tab.

Slum Drunk: +15 STR, +10 VIT/LCK<----------srsly..... aeris being a mage get str??? O_o can ya change with 15 vit10luck/5 spr :D
Half of her weapons and her innate make her an ideal tank when picking this option , the str option is better for her here, and its really fun to beat things to death with one of her staffs.
 
I posted about this in the discord, but getting time flare from Gaea dragon was absolute hell due to no manipulate, single target skill, and used extremely rarely. I spent nearly an hour trying to get it, had to revert back to the old patch to get him to use the earth aoe instead, and it still took forever, seems hes got too many skills and that it's usage is very low priority?
 
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hey sega chief

I have a neat idea, is there anyway you could put in a skip chocboo races option after someone beat dyne on coel prison, if thats poissable
 
I posted about this in the discord, but getting time flare from Gaea dragon was absolute hell due to no manipulate, single target skill, and used extremely rarely. I spent nearly an hour trying to get it, had to revert back to the old patch to get him to use the earth aoe instead, and it still took forever, seems hes got too many skills and that it's usage is very low priority?
I think he uses it as a counter-attack whenever he's struck by a Limit Break.

hey sega chief

I have a neat idea, is there anyway you could put in a skip chocboo races option after someone beat dyne on coel prison, if thats poissable
When the Chocobo Race is lost, a better Chocobo is given to the player. I upped the stats on all Chocobos given if I remember right.
 
I have some bugs to report, not sure if its the exactly place, I'll delete later if it is.

The rank-up option on caith sith is bugged, the option we choose isnt the right one, we get different sources, its working like ''if I choose this one, I'll the get the sources that the option above offers'' seems like a graphical bug, not sure (only on caith sith, not sure about cid or vincent since i didnt get them yet).

Also on rank up system, randomly the thing that give us the powers starts to explain what the randomizer is (usually after I make a deal), and I cannot choose the option ''leave'' to leave the menu, so I gotta choose ''make a deal'' and he will say I gotta fight more, then it quits to the save menu as it should.

And about chocobuckle, which I asked later, i've been bombarding Quarry fuse skill on chocobos and they're not using chocobuckle skill :c Do i need to feed them the right greens or they need to be lvl 16, I think i'm doing something wrong (my question mark is broke, sorry).
 
I have some bugs to report, not sure if its the exactly place, I'll delete later if it is.

The rank-up option on caith sith is bugged, the option we choose isnt the right one, we get different sources, its working like ''if I choose this one, I'll the get the sources that the option above offers'' seems like a graphical bug, not sure (only on caith sith, not sure about cid or vincent since i didnt get them yet).

Also on rank up system, randomly the thing that give us the powers starts to explain what the randomizer is (usually after I make a deal), and I cannot choose the option ''leave'' to leave the menu, so I gotta choose ''make a deal'' and he will say I gotta fight more, then it quits to the save menu as it should.

And about chocobuckle, which I asked later, i've been bombarding Quarry fuse skill on chocobos and they're not using chocobuckle skill :c Do i need to feed them the right greens or they need to be lvl 16, I think i'm doing something wrong (my question mark is broke, sorry).
The menus need an flevel patch because the boxes weren't set with the new max number of choices (and I think there was a logic issue with the selections as well that I've sorted out). I'll have the patch up tomorrow.

For chocobuckle, I think they need Mimmet Greens fed to them first; this sets an AI flag that lets them react to L4 Suicide (aka Quarry Fuse).
 
I think he uses it as a counter-attack whenever he's struck by a Limit Break.
Hahha, I wish I had of known that, I didn't use any as I was purposely trying to keep him alive. Now that I think about it, it was right after I used bloodfang on red xiii to restore MP, that I learned it.
 
I'm having trouble finding out what Cait Sith's Innate ability is for 1.5. The game didn't verify it the way it has for other characters.
 
Hey
Can anyone write down where can I find those enemy skills (or how to get them)? Coz i think description of the newest version is messed up or im just noob and cant find out, how to trigger enemy :P

Anyway, those enemy skills are mistery for me:
-Trine
-Magnitude8
-Deathcharge

Thx ;)
 
Hey Sega Chief, thanks for the hard work on the mod. I've been enjoying it so far, but I think I may have run into an issue, or I'm not understanding something properly.

I'm level 21 and just unlocked the Rank Up system and it seems like I am not getting the proper amount of Sources. It's like I am only getting 1 Source for every 5 Points that I should increase; so if I choose something that gives +10 to Str/Vit along with the basic +5 to all stats, I'll end up with 3 Power and 3 Guard (+10 From Upgrade => 2 Source, +5 All Stats => 1 Source), then 1 of each other source... So instead of Cloud going from 37 Str to 52 Str, he went to 40 Str :(. I got the same results for ranking up all other chars - only getting 1 Source for every 5 Points I was suppose to increase.

I'm new to this mod, so maybe this is intentional, but if I can only Rank Up 8 times then Cloud would gain a Maximum of 24 Str throughout the course of the game, if I chose to give him a +10 Str Upgrade each time. This doesn't seem right, and now I'm hesitant to play anymore if the Rank Up system is doing this. I'll never be powerful enough if this is the case.

I'm using the v1.5 that was linked in the first post and updated on 6/23/2018, and I'm not using Arrange or the Randomiser. I'm also using a Steam version that was successfully patched/converted to the 1998 version for 7th Heaven. Everything else seems to be working properly - besides Yuffie's Clear Tranquil Limit Break, which says it Restores MP, but actually Restores HP. And the alternate descriptions for Potions/Ethers which indicate how much is healed in the field versus in battle seem to be missing now.
 
So I'm wondering, can you miss rank ups by not using them? Or do I just keep accruing sp and I can choose whenever I rank up? I'm at Cosmo Canyon, playing Arrange mode and so far the difficulty is good. Could be slightly harder at times, but it's just enough for some boss battles to keep me on my toes, for random encounters to be relatively swift and to put me at a place where I want to have the best equipment and good materia, etc. I am a little worried about the rank ups making the game too easy though. Will I end up too weak if I forego all the 7 rank ups I haven't used?


I'm having trouble finding out what Cait Sith's Innate ability is for 1.5. The game didn't verify it the way it has for other characters.
It's

\Innate Ability: MP Regen & Overcharge//
Cait Sith will slowly regenerate MP throughout a battle, and will regain MP
even faster while Defending. MP gained can go past his MaxMP amount.

If you go in the New Threat file you downloaded, under the documentation folder there should be a readme.txt file that gives you general information and you can find all of the info about the characters there.
 
Hahha, I wish I had of known that, I didn't use any as I was purposely trying to keep him alive. Now that I think about it, it was right after I used bloodfang on red xiii to restore MP, that I learned it.
Something I've noticed over time, some attacks are more identifiable as counter-attacks than others. I've a plan to sort this though.

I'm having trouble finding out what Cait Sith's Innate ability is for 1.5. The game didn't verify it the way it has for other characters.
There should have been text appear during his recruitment. I'll double-check just in case.

As for the innate:
{YELLOW}\\{CAIT SITH} Innate Ability//{WHITE}
During battle{, }Cait Sith will slowly regenerate
MP but when Defending the rate will be greatly
increased and can exceed MaxMP.

Should mention that the regen can exceed MaxMP whether he's defending or not, phrasing is a bit poor.
 
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