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

  • Thread starter Thread starter Sega Chief
  • Start date Start date
Status
Not open for further replies.
Hey sega chief

I would like to request to see if you could add in a

boss rush mode on this mod, so after people this game, the boss rush mode will be added under new game and continue

thanks
 
Last edited:
I would like to request to see if you could add in a
boss rush mode on this mod, so after people this game, the boss rush mode will be added under new game and continue
If folk want to play a Boss Rush mod, then Karifean recently made one that offers a gauntlet of highly-specced, AI-adjusted story bosses that should challenge any seasoned FF7 player. The beta was great fun and now that it's more complete it should be even better. You can find it here on Qhimm: https://www.ff7catalog.com/threads/10178/

As for this mod, there should be enough end-game content to keep people busy. The Extra Battle, new super-bosses, and even just the final bosses and WEAPONS themselves should present a solid challenge (after tweaking depending on feedback)
 
hey sega chief

I know how you can make the first bombing mission much more harder

after someone is done beating the first guard scorpion, the save spot dissappears so no 1 can save there game after that

to make it much more challanging, what do you think about that idea

and later in the game when people want to get to the boss, they need a boss key to open the boss door and the boss key will be in a chest somewhere in the board

thanks
 
Hey everyone

Keep up the great work with this mod

i really like it alot
 
Last edited:
I suddenly feel very inadequate with Nightmare 7
Pops to you good sir
 
hey sega chief

I know how you can make the first bombing mission much more harder

after someone is done beating the first guard scorpion, the save spot dissappears so no 1 can save there game after that

to make it much more challanging, what do you think about that idea

and later in the game when people want to get to the boss, they need a boss key to open the boss door and the boss key will be in a chest somewhere in the board

thanks
 
I suddenly feel very inadequate with Nightmare 7
Pops to you good sir
Cheers, Tenko but your Nightmare 7 mod does a lot of neat things with hard-coding and has features like the timed treasures which must've taken a long time to implement. I had to resist the temptation to peak at your flevel and 'borrow' some of that script code  :evil:
 
Hey, is there a way to get archived files instead of a stand-alone installer? I'm trying to extract just the files without actually installing it.

Edit: Nevermind. Seems like there was an invalid char in the path and the patcher didn't like it. It worked after I moved it to another folder.
 
Last edited:
Cheers, Tenko but your Nightmare 7 mod does a lot of neat things with hard-coding and has features like the timed treasures which must've taken a long time to implement. I had to resist the temptation to peak at your flevel and 'borrow' some of that script code  :evil:
I had lots of help from our resident coding masters for those things. You can borrow as much as you want, be my guest. I 'borrowed' a lot of code as well. I don't really care about credit either so you can just take what you need.
I don't even have FF7 installed right now, so I can't check this out but it does sound like a lot of work, especially the models.

Once I restart N7 development I might look into how you did things like the extra battle, the party leader changes (although I'm fairly sure I know how you did that), the movie skips(Let me guess. A dialogue choice that jumps bytes and simply skips the play_fmv command?), and especially the sidequests and AI scripts you added and redesigned.

N7 was always more of a combined mods mod than it's own thing. Because I don't want to have the drama from last time repeated, how do you feel about seeing these things in N7?(although I have no idea when or at what time I will restart development, might be months yet from now.) Of course you'd be credited for everything in the thread, readme and the ingame welcoming message.
 
This mod looks amazing. I'm going to fiddle with testing Kompass' GameConverter, installing this, then using 7th Heaven to inject mods. I'll try giving the best feedback I can when testing  :)
 
This Mod is amazing its everything I wanted to do with mine for the PSX. But of course due to limitations I couldn't Here's my blind full playthrough of the game https://www.youtube.com/playlist?list=PLRI2IVwnxZTYNMHaoW3exyIypoOgjJt7p
I'll give that a watch, thanks for taking the time to upload those; 20-40min videos take a while to render.

I had lots of help from our resident coding masters for those things. You can borrow as much as you want, be my guest. I 'borrowed' a lot of code as well. I don't really care about credit either so you can just take what you need.

N7 was always more of a combined mods mod than it's own thing. Because I don't want to have the drama from last time repeated, how do you feel about seeing these things in N7?(although I have no idea when or at what time I will restart development, might be months yet from now.) Of course you'd be credited for everything in the thread, readme and the ingame welcoming message.
Cheers, Tenko. Same goes for yourself, feel free to use whatever you need from this mod. I've got a list of the new enemy model IDs that I'll send across if you start up work on N7 again (some replaced default models that were duplicates, like the Pyramids). It'd be interesting (and nightmarish) to see NT enemies and Hardcore enemies teaming up.

Once I restart N7 development I might look into how you did things like the extra battle, the party leader changes (although I'm fairly sure I know how you did that), the movie skips(Let me guess. A dialogue choice that jumps bytes and simply skips the play_fmv command?), and especially the sidequests and AI scripts you added and redesigned.
Party leader changing took a while because where Cloud will have scripts for handling things like climbing ladders the other two will have scripts for playing a support character so to get the 'Execute script # from party member 0' working you need to move all of Cloud's party leader scripts right down and then restructure the order of animations for each character so that Cloud, Tifa, and Cid can use the same script when in the party leader role. Then Cloud's original scripts need to be changed so he can play as a support character if a scene triggers. That needs to be done for every field where Tifa and Cid didn't have access to as party leader, but this becomes a nightmare to do if there's multiple story scenes playing out in a particular field because of all the different scripts and animations flying around.

The cutscene skips are more of a case of going through the scene and making sure you get every variable and flag together so that it can triggered if the player opts to skip the flashback/scene. That way the game doesn't trip over itself later on.

This mod looks amazing. I'm going to fiddle with testing Kompass' GameConverter, installing this, then using 7th Heaven to inject mods. I'll try giving the best feedback I can when testing  :)
Thanks for giving it a shot, Alyza. I'm planning to build on it once it's stable based on player feedback and ideas they might have. Hope ya like it!
 
God I know what you mean with the animation and script structuring

I would likely implement the additional content like new enemies, bosses and quests, but likely not the party leader changes simply because with so many mods already being combined, it will turn into a clusterfuck the size of the Pegasus Galaxy.

The equipment, item and what else changes I would probably also not touch since I already balanced the game around the existing gear. Rebalancing and implementing new monsters will be challenging, without messing up the balance, to say the least.

How would you rank NT in regards to overall difficulty? Nightmare is clearly aimed at a hardcore crowd and easily twice as hard as the hardcore mod.

I really need to get around reinstalling FF7 and installing NT so I can look at the files, especially the flevel and scene.bin

Or do you have some sort of documentation detailing your changes?
On that note, have you done any particular changes to the ff7.exe?
 
How would you rank NT in regards to overall difficulty? Nightmare is clearly aimed at a hardcore crowd and easily twice as hard as the hardcore mod.

Or do you have some sort of documentation detailing your changes?
On that note, have you done any particular changes to the ff7.exe?
It's tough for me to judge the difficulty of the NT mod. I thought Motorball was a good challenging fight but I know of two people who cheated their way past because they felt he was too much; I reckon overall it's not as tough as the Hardcore mod but some of the story bosses can be quite challenging and the end-game bosses/extra bosses might need toning down in a few cases (I've got a guy who's on Disc 2 at the moment so I'll hopefully have more feedback on them before other players reach them). Standard fights are definitely easier; most standard enemies can be taken out in a few hits or less. The idea was for quick random fights and long boss fights.

I uploaded an updated manual that has more notes on changes to characters, equipment, Materia, spells, and items (it's toward the back under Changelog). I've not made any changes to the .exe but I wanted to for limit break editing (I held off because it reduces the mod's compatibility but as they are it's unbalanced the game slightly which is bugging me).
 
Thanks a bunch.
I'll look through it. I'm particularly interested in how you coded the new quests and the FF10-esque arena (In theory, it's not that hard. Place new NPC, activate NPC dialogue based on variable, have NPC set variable, go to X where set variable comes into effect, bla bla bla. In practice, it's a lot harder than that, and a lot more headache inducing to get it working properly.)
 
I'll give that a watch, thanks for taking the time to upload those; 20-40min videos take a while to render.
Loads of time was invested in this I can tell just by playing it its the least I can do!
 
Using 1.0.5 and I've bumped into a few bugs on disc one near the mithril/Junon area.

There's a new creature near fort condor that puts all the party into confuse status and taunts the player with a few lines in the battle message, looks like a guy riding a bull. Then the game seems to be stuck, I've waited 2 minutes and also tried escaping but nothing happens. All the atb bars stay on wait.

There's also a crash that involves the steal command. Red 13 is the third party member holding the steal materia. When I use the steal command on a ark dragon or a zemlett, big creature with the tornado attack animation, the game will crash. 

The mithril mine area also may need toning down a little especially packs with the crab and arc dragon creatures. If you don't get MBarrier up quick enough you quickly get decimated though I am only level 20 at this area.

Other than that its been fine so far.
 
There's a new creature near fort condor that puts all the party into confuse status and taunts the player with a few lines in the battle message, looks like a guy riding a bull. Then the game seems to be stuck, I've waited 2 minutes and also tried escaping but nothing happens. All the atb bars stay on wait.
That's odd, his AI was functioning before. I'll look at him again. I'll fix whatever's wrong with his AI while I re-do his stats (he's specced to be a pseudo-late game boss you can find on Wasteland areas in Junon but it's probably too much).

There's also a crash that involves the steal command. Red 13 is the third party member holding the steal materia. When I use the steal command on a ark dragon or a zemlett, big creature with the tornado attack animation, the game will crash. 
There's a few of those glitches lurking in the game. I've been trying to catch and fix them all with PCFinal but I'm starting to think that more get created whenever I use PCAlpha to edit an enemy formation. It seems to be isolated to certain enemies; I'm planning to go through every enemy with the new editor anyway to get their drop/steal flags corrected.

The mithril mine area also may need toning down a little especially packs with the crab and arc dragon creatures. If you don't get MBarrier up quick enough you quickly get decimated though I am only level 20 at this area.
Yeah, I was toning that area down for the 1.1 release. What happened was I specced enemies individually and didn't take their formations into account so the attacks get a bit overwhelming. Doing the same for other areas, removing certain status ailments and reducing the chance for them to be inflicted. Might be a bit of a rough ride ahead until it's properly sorted out, I'm afraid. But thanks for this feedback, it helps me get the mod in much better shape.
 
Think I'll list the monsters that crash the game if you use the steal command on them. I'll keep this post updated as I progress.

Arc Dragon.
Zemlett.
Stinger, spider creature in the gi cave.
GI Champion from the chest in gi cave (also the Heavy Ring doesn't appear in inventory unless its under a different name).
Commandos in Nibelheim outside the mansion.
Ghirofelgo in Shinra Mansion.
Green Dragon in Mt Nibel.
Harpy in Corel Prison Desert.
Golem in Cosmo Canyon.
Razor Weed in Wutai area.
Tail Vault in Wutai area.
Thunderbirds in Wutai area.

Bugs:

I think my restore materia jumped 2 levels from cure 2 to cure 3+regen (lvl 2 to 4). Happened when I fought a 5 snake pack in the gi cave in the room before the boss, was equipped in a rune amulet socket. I don't know if it was a random thing or a bug with the materia levelling.

The sound sometimes changes when using the buggy, game is still playable but everything is in a higher pitch.

Lost Number crashes on his physical form, not straight away I might add, had a good 5 minute fight with him before the game froze.

I stole an item from a enemy, not sure which one but it has no name and looks like a accessory in the inventory but it isn't a accessory.

The giant bird in the battle arena, think its a Zu, makes the game stuck when it has its first attack. The atb meters stay on wait and there's nothing you can do except reload the game. Kind of frustrating as its one of the last enemies in the battle arena.
 
Last edited:
A list would be handy, thanks; I think for the Restore Materia I made Regen and Cure 3 very close together in level, not sure why at the time but I think it was to make the level of AP needed for Cure similar to Fire, Ice, etc.
 
Status
Not open for further replies.
Back
Top