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

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Anyway, i got the time for go to disc 2 and 3, i'm waiting for the 1.3 in the catalog as far as i can lol
 
5. I don't really agree that Materia equip effects can shorten the gap between characters very easily (maybe at lower levels it would though). You could put the same magic-orientated Materia load you have on Barret and give it to a dedicated caster instead for a lot more damage. The different stat bonuses in a character's weapon also widens that gap; Aeris and Vincent have weapons that boost Magic while Barret's looking at either a long range weapon or a +50Vit/Spr boost. I'll double check the stat trees though; I recently learned how to make my own stat trees rather than using the ones already in the kernel so I can customise them much more easily now.
I probably could have elaborated more.  The +/-C to Str/Mag/etc is irrelevant.  When an accessory can give +50 Vit, losing a couple from materia doesn't mean anything.  In fact, the lack of effect of those would be a reason to remove them.
The +/-C% on HP/MP however, is very relevant.  A couple +/-10% materias can turn a high HP/low MP tank to a low HP/high MP caster, for no apparent reason.

But as far as Materia equip effects themselves go, the biggest problem I have with them is actually the opposite; they don't change stats enough. With the default equip effects, you can easily set up some pretty OP combos with little to no drawbacks. These equip effects though are stored in the game's .exe and while I do have a .exe patch that has changed these bonuses/penalties (among some other things), there are compatibility issues with other mods that use .exe edits (not to mention balance issues with NT enemies, etc.) that would come up if this was added to the mod as-is which is why it's not currently part of the mod. Instead I've got an Arrange mode in prototype that's going to be designed specifically for use with the .exe patch.
Could you elaborate on this a little more?  Are you saying you want stat penalties for materia instead of just changes, or do you just want to magnify the changes?  Currently, there is no drawback for equipping Ifrit, your stats don't get worse, they just change.  Stat penalties would be more like "In exchange for gaining the ability to summon Ifrit, you lose 20 Str."
If stat penalties is what you were going for, I think that sounds like a good idea.  It would encourage only equipping materia that is needed, instead of throwing random materia into spare slots just to gain AP on them.
If that's not what you were getting that, then I don't think I understood what you are trying to say.
 
i've beaten the game with this mod i must say it was a nice challenge i would report bugs but its stuff thats already been said with it so i will wait untill the final release of this mod to test again
 
i've beaten the game with this mod i must say it was a nice challenge i would report bugs but its stuff thats already been said with it so i will wait untill the final release of this mod to test again
I gotta say, that was quick. It'll be a while before the mod reaches it's final release, but there's an Arrange mode I'm working on that might be worth a whirl in a few weeks when it's done. It'll be using the .exe patch and I'm going to adjust some of the mod's content to freshen things up for returning players. Cheers for playing the mod, bud; glad you enjoyed it.

I probably could have elaborated more.  The +/-C to Str/Mag/etc is irrelevant.  When an accessory can give +50 Vit, losing a couple from materia doesn't mean anything.  In fact, the lack of effect of those would be a reason to remove them.
The +/-C% on HP/MP however, is very relevant.  A couple +/-10% materias can turn a high HP/low MP tank to a low HP/high MP caster, for no apparent reason.
I agree with that, the default materia equip effects as far as the regular stats go are pretty inconsequential. In NT, some might seem a bit out of place (like the -1 to Luck that I think Steal or Sense has). That's because each Materia has been assigned a particular 'set' of equip effects that won't pay off until the .exe patch is applied, which was originally just going to be an optional extra rather than the basis for the alternate mode called Arrange. Now that the .exe patch is going to be designed for a separate set of files, I can probably adjust the ones in the Regular NT back to what they were or I could run some tests and see how things go with 'blank' equip effects for everything.

Could you elaborate on this a little more?  Are you saying you want stat penalties for materia instead of just changes, or do you just want to magnify the changes?  Currently, there is no drawback for equipping Ifrit, your stats don't get worse, they just change.  Stat penalties would be more like "In exchange for gaining the ability to summon Ifrit, you lose 20 Str."
If stat penalties is what you were going for, I think that sounds like a good idea.  It would encourage only equipping materia that is needed, instead of throwing random materia into spare slots just to gain AP on them.
If that's not what you were getting that, then I don't think I understood what you are trying to say.
That's basically what I'm aiming to do; I want to make Materia set-ups something that have to be considered carefully and which makes spammable/throw-away combos like 5x Counter Attack or a Mime chain either impractical or at the very least unstable. If the player is going to use Quadra-Magic + Bahamut ZERO with W-Summon along with other things like Command Counter + Mime then I want there to be serious drawbacks to that which need to be taken into account and that's where heftier stat penalties come in. The initial impressions I got from people running the .exe patch a while ago was very promising so now I want to run with it and make an alternate version of NT that's been designed around it, along with other adjustments possible through the .exe.
 
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I gotta say, that was quick. It'll be a while before the mod reaches it's final release, but there's an Arrange mode I'm working on that might be worth a whirl in a few weeks when it's done. It'll be using the .exe patch and I'm going to adjust some of the mod's content to freshen things up for returning players. Cheers for playing the mod, bud; glad you enjoyed it.
Well i've gotten so used to jrpgs now that its almost to dam easy to figure things out without a guide
 
so the IRO on 7th heaven for 1.2 you cannot get ultimate weapons ever? or?
 
No, but save 1.2 are compatible with 1.3, and the 1.3 could be updating in the catalog as soon as this weekend :)
 
well ive been streaming this mod daily on twitch hopefully it will be updated by the time i get to disc 3 then lol
 
I am at the end of disc 1 so no problem for me but i can understand you and i hope too this coming this week :)
 
The Ultimate Weapons aren't missable in any case, same with the other stuff added in for 1.3. Wherever you are in your run, they should all still be obtainable.
 
hey sega chief

just a quick question, is there anyway you could add ultros as a boss on your ff7 NT mod?
 
Ultros :D
I saw in videos that in nt there is special battle with special music (like ultimecia music in dark cave), i use an anxious mod music, with this mod activate are thoose special music still here or have i to desactivate my music's mod to have thoose special music in thoose secial battles?
 
The music used is still the normal tracks so it should work fine; it might be that the video had been given different music in editing (if it's LCP's vids then that's definitely the case, he heavily edits his videos).
 
hey Sega chief

after you beat the crab in the dark cave sidequest

when you get into a random battle battle, the boss music plays insted of the regular random battle music

can you fix that problem please
 
Ah okay, well i suggest you when tou have the tie for to make your own play list for your mod (for example put ff8 battle boss for the boss, ff9 battle random for random´s battle, take music from other game lile chrono cross for replacing music in ff7...) that's could be funny :p
 
hey Sega chief

after you beat the crab in the dark cave sidequest

when you get into a random battle battle, the boss music plays insted of the regular random battle music

can you fix that problem please
I forgot about that; it's easy enough to fix so I'll include it whenever the next update goes out.

Ah okay, well i suggest you when tou have the tie for to make your own play list for your mod (for example put ff8 battle boss for the boss, ff9 battle random for random´s battle, take music from other game lile chrono cross for replacing music in ff7...) that's could be funny :p
Could do that, I guess. But it would have to be a strictly optional thing. There was a way to get rotating BGM like in N7 for more tracks, but I've no idea how that was accomplished; it was an .exe hack, I think.
 
Could do that, I guess. But it would have to be a strictly optional thing. There was a way to get rotating BGM like in N7 for more tracks, but I've no idea how that was accomplished; it was an .exe hack, I think.
You can do that with 7H. If we know the var for the battle it would be quite easy to replace music by a specific battle. I have already looked for interesting music to enhance a few scenes.

Speaking of enhancements:
Instead of fighting against Zack/Zax why not figth with him against the Shinra soldiers like in CC?
I have made already the battle model of him... I don't wan't to go into the details here but in the end Cloud will learn Omnislash from this memory.
 
You can do that with 7H. If we know the var for the battle it would be quite easy to replace music by a specific battle. I have already looked for interesting music to enhance a few scenes.
The battles have vars?

Speaking of enhancements:
Instead of fighting against Zack/Zax why not figth with him against the Shinra soldiers like in CC?
I have made already the battle model of him... I don't wan't to go into the details here but in the end Cloud will learn Omnislash from this memory.
Not a bad idea, would be more interesting than the 1v1 I've got at the moment.
 
hey sega chief

is there anyway you could lower the price on the gold saucer lifetime pass please

thanks
 
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