J
jdhayward
Guest
Hey Chief,
Im streaming NT tonight if you can get down at any time.
Cheers
JRPGJarryd
Im streaming NT tonight if you can get down at any time.
Cheers
JRPGJarryd
That's the easyhook part of 7th Heaven trying to write changes to the executable and failing. NT and UI mods are compatible, but UI mods also target the .exe so until this issue is sorted out you probably won't be able to get it up and running properly. It looked like in the Discord you had it set up properly (when the materia equip effects changed) but then did a reinstall and it went back to vanilla and presumably it's now busted again.i installed 7th heaven and added this mod to the subscriptions.
installed mod and launched game through 7th heaven.
started a new game, and it always crashes on the first screen when i open the item menu or enter the first battle
NT 2.0 is the only mod im running.
manually installed it using the MEGA download link version and it works fine, so presumably it's just a 7th heaven issue
are there any UI mods that play well with this? i can't get any of them to work
You'll need Myst6re's Makou Reactor tool: https://www.ff7catalog.com/threads/6481/ahoy folks,
my new years resolution was to start working on a small side story with Aerith running around midgard and selling herbs/flowers.
I got the game engine script by Joshua and the qhimm team and am currently reading through it.
do you guys have any additional documentation/tips/tutorials on how to access the field module and modify scene transitions/characters/script?
much appreciated![]()
On the first page of this thread, you'll find a documentation download. This has an item list which has a location for all e.skills, etc. There's a quest chain of 1/35 soldier items that are missable, and one of them in the Midgar Raid is currently dropping a Vaccine instead of the item by mistake.Hey everyone, I'm playing through the newest version of new threat with no experience enabled, I just got out of midgar. Are there any documents about what items are available to find / from quests.
I want to make sure I don't miss any important items because some bosses might be impossible to beat without accessories or armors that negate certain statuses and elements
I found out how to examine the scene.exe to see if I need to steal or morph certain enemies but beyond that I'm pretty lost. Trying to be careful but I see people playing other versions using equipment I don't have and I'm wondering if I missed things or if they just aren't in this version.
Thanks so much! Also thanks to the creator I'm having a ton of fun replaying my favorite game
Generally speaking, if the field screen has an actor set for that character which has the line 'This character is playable and it is Aeris' in the Init script then when you enter that field with Aeris as party leader, it will by default give you control of that actor (doesn't necessarily need to be the same field model). You can also manually override this by setting the 'Control group' opcode if you need to do that for whatever reason.splendid,
Your summary in combination with the editing tool is exactly what I needed and then some.
I'll start by trying to figure out the editor basics and how to make Aerith party leader.
many thanks!
Cheers; In 1.5 I think it uses ignore defence, in 2.0 it probably uses the Yoshiyuki formula where it's stronger if allies are currently KO'd.Regarding Vincent's Death Penalty weapon, does that still have damage that scales with kills? Or does it only have the "ignores defense" attribute now?
Also I just wanted to say - I just finished the game, and man... I've beaten this game countless times in the past, and this mod really made it feel like a fresh experience. Bravo, you did an absolutely fantastic job, I'm probably gonna find myself suggesting this to most people I know hahaha
Yeah there's a weakness in the AI where that can happen, so I need to re-do the fight.Really loving the mod BTW.
NTM 2.0
I seem to have run into a bug with the blue cave bosses Quadrangea. Managed to kill them however one of them didn't die.
It's invisible, no AI, shows a target icon, I can heal it, which shows HP with sense but every attack against it (even heals with Aeris staff) plays the death sound.
Dropping the HP to 0 again does nothing and I can keep attacking.
Had to use Ochu to force end the fight, not sure if I was supposed to have got any drops from them.
Loaded my save before the fight. Started them again and same thing happened, only to a different one this time.
I'll write up a list and add it to the documentation:Finally getting around to playing 2.0 ; Got to Costa del Sol and having a blast so far ; I was wondering if anyone had compiled a list of the Limit Break changes?
I'm trying to plan a bit ahead of time for SP Upgrades, trying to come up with the builds I wanna use ; and knowing what hits physically, what hits magically and which added effects are on what... is something I wouldn't mind knowing in advance to potentially come up with fun builds.
Thanks for the mod, SegaChief, you da man.
//CloudBraver - Base: 52, Reduces enemy Defence + Magic Defence by 5% (stacks with other effects of this type)Cross Slash - Base 48 w/ ParalysisBlade Beam - Base: 55, Magic-based, Single then SplitClimhazzard - Base: 70, Reduces enemy Defence + Magic Defence by 10% (stacks with other effects of this type)Meteorain - Base: 24 x 6, Magic-based, RandomFinishing Touch - Base: 70, Insta-KO, AllOmnislash - Base: 17 x 15, Auto-CritSo Cloud has a couple of Magic-based Limit Breaks in his Lv.2 and Lv.3 to make use of. The defence reduction on Lv.1 and Lv.2 can be really useful in longer fights.//BarretBig Shot - Base: 58Grenade Bomb - Base: 54, AllMindblow - Base: 60, Magic-based, Inflicts Confu/BerskerkHammerblow - Base: 70, Insta-KOSatellite Beam - Base: 70, Magic-basedUngarmax - Base: 10 x 18, RandomCatastrophe - Base: 30 x 10, Magic-basedTook a bit of a risk with Barret in giving him a magic-based Lv.4 but for players who have built him that way it's a nice payoff at the end, and he has Ungarmax as a flashy physical alternative. Mindblow was bumped to Lv.2 with Grenade Bomb moving to Lv.1 so there's an early AOE Limit available for the player.//AerisHealing Wind - 50% MaxHP heal for partySeal Evil - Base: 16, Magic-based, Inflicts Silence/StopBreath of the Earth - 50% MaxHP heal for party, removes all detrimental ailments + debuffsFury Brand - Fills Limit gauges of alliesPlanet Protector - Grants Regen + Wall for the partyPulse of Life - Fully recovers party HP/MP, + revives 100% from KOGreat Gospel - Fully recovers party HP/MP, grants Peerless (invincibility)Small tweaks; Breath of the Earth now recovers HP instead of just status ailments which was very underwhelming next to Healing Wind. Seal Evil does a bit of damage now which should be really useful early on, though the key thing there is still the Stop status. Invincibility was made the sole reserve of Great Gospel, and Planet Protector applies other buffs instead.//TifaBeat Rush - Base: 20Somersault - Base: 24Waterkick - Base: 28Meteodrive - Base: 32Dolphin Blow - Base: 36Meteor Strike - Base 40Final Heaven - Base: 70Nothing really changed here except for base power.//Red XIIISled Fang - Base: 48, drains damage as HPLunatic High - Grants party Haste and Red's evasion stat is raised by 50% of its current value for each active party member including himself (so if he had 10% evasion, and 2 allies were up, he'd be at 20% evasion). This caps at 100% buff so only 1 other party member needs to be alive to get the full buff.Blood Fang - Base: 70, drains damage as HP/MPStardust Ray - Base 10 x 10, Magic-basedEarth Rave - Base: 35 x 5, RandomHowling Moon - Grants Haste, Wall, Berserk, and raises current Attack stat by 50% (caps at 100% bonus).Cosmo Memory - Base: 144, Magic-based, fills Limit gauges of alliesRed's Howling Moon was buffed a bit to make it a bit more useful, and it was moved to the 2nd slot so you can crack skulls a bit faster on Lv.3 with Earth Rave. Cosmo Memory is a bit OP, but it does help it compete against the Multi-hitting Limit Breaks, even synergises with it as it recharges them.//YuffieGreased Lightning - Base: 52, inflicts SlowClear Tranquil - 25% MP restored for party, removes Poison, Silence, and BlindLandscaper - Base: 62, Magic-based, inflicts Slow, AllBloodfest - Base: 10 x 10, RandomGauntlet - Base: 70, Magic-based, inflicts Slow, AllDoom of the Living - Base: 12 x 15All Creation - Base: 180, revives KO'd allies, AllClear Tranquil was made to be a bit more unique to Aeris' Healing Wind in that it restores MP instead with some statuses. Inflicting Slow is the common theme, and All Creation was set as having the highest base power of any magic-based attack in the game with the revive allies as a kind of extra support thing to help it against Cosmo Memory and the other multi-hit Lv.4s.//VincentBerserk Dance - Base: 32Beast Flare - Base: 70, Magic-based, Fire elementGigadunk - Base: 40Livewire - Base: 60, Magic-based, Bolt elementSplattercombo - Base: 16 x 5Nightmare - Inflicts Sleep, Poison, Confu, Silence, Frog, MiniChaos Saber - Base: 40, Ignores defence, AllSatan Slam - Base: 100, Magic-based, Inflicts KO, ???? ElementI beefed up the Vincent transformation attacks a bit, and set it to alternate between the attacks rather than do them at random for a bit more consistency. Chaos is probably overpowered given the defence buffs that go with this form.//CidBoost Jump - Base: 52Dynamite - Base: 48, AllHyper Jump - Base: 70, inflicts KODragon - Base: 60, Magic-based, drains damage as HP/MPDragon Dive - Base: 27 x 6, Magic-based, Inflicts KOBig Brawl - Base: 24 x 8Highwind - Base: 12 x 18I may need to uplift those Lv.1 Limits a bit so they match Barret a bit more.//Cait SithI think there was some tweaks to the base power of some of the toybox outcomes like Toy Soldier but nothing drastic there.
Wonderful, many thanks. Lots of interesting choices in there, that makes me even more hyped about possible builds.I'll write up a list and add it to the documentation:
It's getting a tune soon because its counter-heavy setup is a bit of a pain to deal with and slows things down.Really enjoying this mod, I love its progression system, it makes the characters feel more distinguished and feels really balanced.
I've made it all the way to the Underwater Reactor without too much trouble, but I have gotten stuck at the Carry Armor. I can clear out the arms pretty easy, but after that it just does too much damage to quickly for my party to beat it. My setup for the fight is Physical Tank cloud, fast attack tifa, and magic Yuffie. I'm not clear on what I'm supposed to do, because it seems like if I do anything but attack, including limits, it counters with a strong attack. My party is around lvl 53. Any tips?
Wow, thanks for the response. Quick and very detailed. I was trying to figure out if the zeta was in response to limit breaks or not, but that makes sense. I appreciate that your very responsive to this thread, Thank you!It's getting a tune soon because its counter-heavy setup is a bit of a pain to deal with and slows things down.
Way the torso works is, that the lower its HP becomes the more likely it is to counter-attack against damage with one of its counter-abilities (and to use Lapis Laser on its actual turn). So one thing you can do there is hold off on attacking if you need to recover your group as it'll deny counter-attacks until you do start attacking again.
Zeta Emission is the last counter to get used and it inflicts Dual-Drain (reverse-regen). Protecting your three party members from that status would make the last part of the fight less risky. Two of the counters are also bolt element so that should be worth trying to guard against.
Before attacking, I would go through the 3 following checks:
1) Everyone is at good HP
2) MBarrier is active on everyone
3) At least one of your party has a turn ready to go in case of a Lapis coming out and you need to fix things up
For some extra insurance, you can go for a heavier counter setup yourself with Counter Attack, Magic Counter, and Command Counter. Then when you've dealt with the arms, you can lean heavier on counters proccing from Lapis Laser rather than attacking directly as your counters won't trigger his counters. Magic Counter with a Bolt3 or a Cure3 would be nice to have, or CMD Counter on Deathblow as the torso has no evasion and it should land frequently.
One last thing is to save powerful attacks for the last push on his HP; at 25%, he'll change to the Zeta counter and the rate will be 100%. That's when you'll want to make your attacks count the most to finish the fight up. If you use things like Summons or powerful attack items earlier, or if you use Limit Breaks before then, you might find yourself in that nastier part of the fight for longer which is riskier.
When starting a new game it asks what Game Type, then it asks whether to turn Hard Mode on or not. You can toggle hard mode on/off after that at a save point.I just started New threat and I was confused on the hard mode toggle. is it the little window at the end that shows the current difficulty setting?
That's disappointing to hear about the lifestream reveal music; I suspect what might have happened is that the adjusted music track supplied in the IRO hasn't been loaded which can happen sometimes if there's another mod overriding it or maybe just because of other reasons (if the installer, then might be that the target folder for the music file has a different name or something). I made some tweaks to the field script to go with that track which has extra looping in it to make it 'fit' the length so if that track wasn't used then whatever was used instead would probably not make it to the end. Or there might be some other factor affecting things there.
You made me realize that I was running an audio mod. I was using the original soundtrack from Anxious Hearts, as PC FF7 uses those shitty midi formats.That's disappointing to hear about the lifestream reveal music; I suspect what might have happened is that the adjusted music track supplied in the IRO hasn't been loaded which can happen sometimes if there's another mod overriding it or maybe just because of other reasons (if the installer, then might be that the target folder for the music file has a different name or something). I made some tweaks to the field script to go with that track which has extra looping in it to make it 'fit' the length so if that track wasn't used then whatever was used instead would probably not make it to the end. Or there might be some other factor affecting things there.
The toggle flags are a bit busted at the moment; the music flag was using the wrong one for instance. I've got this sorted out in my 2.1 files but the patch isn't quite ready to go up yet.
Perfect, thank you.Mindblow: I just checked and it has the MP Damage flag still ticked, where it should instead just be dealing magic damage to HP. I'll sort this out for the patch.
Ah, I see. Is this something that could be corrected in 2.1? Maybe making the scene play out the same whether Aerith dies or not, with just a couple of dialogue changes to reflect Aerith being dead or not? Having the scene occur in the hut with the beds is smart and the way to go, I'd say. If it's too much effort, it's not the end of the world. But if it's easy to implement, it'd be appreciated.From what I remember of the final Disc 1 scene, the location used in both cases was the Inn rather than the structure that vanilla uses. For some reason I decided to use the vanilla location if Aeris bit the dust, and to use the 1.5 version in the Inn if she didn't. I can't really remember why, but it is what it is.
Ah, I see. Good to know. Thank you.Fort Condor: You don't need to do any of the battles to get the Phoenix Materia, only the last battle which is mandated by the story (and you can clear this battle by fighting from the shed too); this is the same as vanilla. In 1.5, clearing all the Fort Condor battles yourself or through funding would nab the player a Masamune (this is no longer the case in 2.0, the drop was changed to a Ziedrich).
I had a look at the script a few times with a view to reducing the number of engagements as there's duplicate ones that give duplicate prizes, but it's a spaghetti junction and I ended up just leaving it to focus on other things. Maybe in the future.
In Game Type B, does the Scorpion Tank still appear during the dragon fight in the temple of the ancients? I thought that was super cool in 1.5. I missed it in Type A. The dragon fight by itself is a little bland; it doesn't fit with the rest of New Threat's philosophy of having boss fights have their own little quirks or gimmicks, I feel.The characters you mention are on Type B, but only appear once in front of the Shinra Mansion; their appearance later in the Whirlwind Maze and on the Highwind was axed.