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

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I'M GOIN' AS FAST AS I CAN

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Update: 30/09

Alright, I think that's it ready for release. I had to lock the new sidequest while I figure out some bugs but I can unlock it once it's done (I think the field I set it up in is interfering with the way it functions so I'm re-ordering it or migrating it to another field screen). In any case, the goal of the 1.2 patch was to address the crippled balance of 1.1, refine stuff, and lay groundwork for a NG+ extension.

I'm putting the installer together and it'll be uploaded by tonight. I didn't run into many issues during the playthrough and I fixed up any remaining problems that I found, so here's hoping for a bug-free release.

After 1.2's release, I'll be working on a few projects. The first isn't directly related to the NT Mod itself, but a 'classic-type' field model revision that was started by Kalderasha. He's too busy with his other mods to carry it on at the moment, so I'm going to have a stab at covering the rest of the characters and some of the NPCs based on his notes. I've packed these field models in with the NT Mod for now, so people can see them in action.

The others are content expansions for the NT Mod. I'd like to have a stab at re-enabling disabled scenes or re-purposing them in some way. I'm also wanting to work on a new 7H-only dungeon like the FF Advance games had (something that re-uses field screens with different puzzles, enemies, etc). The idea would be to get some experience for myself working with 7H to swap out files like the scene, kernel, and .lgps before swapping back in without running into issues.

But for now, I'll work on getting that new sidequest up and running. Once the mod is uploaded, let me know if you run into anything that's a) broken, or b) too easy/unreasonable (in terms of difficulty). Everything from the start to Hojo was specced up using a party that was front row and had no Sadness; Barriers were used intermittently for the tougher random fights (like against big solo enemies) but I tried to avoid taking them into account when setting up the regular enemy groups.
 
Right, that's it up. Let's hope nothing goes wrong with this release for at least one week for a few days.
 
It was funny seeing an older version of Patchmaker there; I'll give these a gander and see what's what.

Edit: Oh, it's this mod! Well, that explains the expertise you had with Kimera before. Cheers for this, I'll harvest these up for parts. I'm wanting to try and keep the original 'shape' of the field models and just add details and colour adjustments to them but there's a lot of parts here that'll fit nicely, I reckon.

By the way, does this mod of yours have a release thread or was it buried? It's quite a thorough revision and well-made.

Edit 2: I see this has several release threads. Quite interesting, it's been passed about from modder to modder.
 
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I installed this version about an hour ago. I only recorded about 30 minutes of it. Well, if I run into an error, I'll message you from YouTube.  :lol:

EDIT: Well, I was one warning away from getting a strike on YouTube, so I took the video down. I'll try my best to only record boss battles right after Midgar.
 
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Er. For some reason the experience gaining is acting up. The animation and image of the experience bar goes past its...endpoints and it says i need around 400,000 exp to get to the next level.
 
Hi. FF7 is probably my favorite game from the PS era, and when I found this site I've been hit by a ton of nostalgia.
I managed to get this mod working, and I really like the idea of providing a difficult but fair challenge to the "average level" players since I dislike both grinding and low level runs.

I just wanted to ask... has anybody managed to get this mod and the "beacause" retranslation working together?
I tried installing both of them on a clean installation of the old 4CD version (without other mods and without using bootleg or other managers), but I'm still seeing the old dialogues.
(I used the Reunion installer to install beacause, unselecting everything else)
I've seen that this mod adds new lines of dialogue, so maybe it sort of overwrites the retranslated dialogues too?

Thanks for any help, I'll give feedback on balance and things as I go on with the New Threat playthrough. For now, I can just say that the bombing mission is spot on for a "introductory dungeon". I really liked the guard scorpion surprise. :P
 
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Er. For some reason the experience gaining is acting up. The animation and image of the experience bar goes past its...endpoints and it says i need around 400,000 exp to get to the next level.
Yeah, if the patch is applied and a 1.1 save file is loaded then the EXP gauge experiences a visual glitch because the amount of EXP needed was changed. Once the character levels up (although that might take a while) it should correct itself; as far as I know it's mostly harmless.

Hi. FF7 is probably my favorite game from the PS era, and when I found this site I've been hit by a ton of nostalgia.
I managed to get this mod working, and I really like the idea of providing a difficult but fair challenge to the "average level" players since I dislike both grinding and low level runs.

I just wanted to ask... has anybody managed to get this mod and the "beacause" retranslation working together?
I tried installing both of them on a clean installation of the old 4CD version (without other mods and without using bootleg or other managers), but I'm still seeing the old dialogues.
(I used the Reunion installer to install beacause, unselecting everything else)
I've seen that this mod adds new lines of dialogue, so maybe it sort of overwrites the retranslated dialogues too?

Thanks for any help, I'll give feedback on balance and things as I go on with the New Threat playthrough. For now, I can just say that the bombing mission is spot on for a "introductory dungeon". I really liked the guard scorpion surprise. :P
There's a new(ish) mod manager being developed called 7th Heaven (7H) that handles stuff like that. Basically, my installer is a bit of a brute that just overwrites the game's core files but with 7H it could be possible (to a certain degree) to have both running together. I'd need to break the mod down into it's constituent parts first though, and I'd like to wait at least one week for initial bug reports and to get this locked sidequest debugged.

In the meantime, the NT Installer would definitely have to be used first because of it's 'overwrite everything' approach with Reunion going on second; I'm not sure if the Reunion installer will only alter texts and not the actual scenes themselves (there's a tonne of revisions to the way certain fields work to handle certain things like different party leaders) but it might be worth a shot.
 
It was funny seeing an older version of Patchmaker there; I'll give these a gander and see what's what.

Edit: Oh, it's this mod! Well, that explains the expertise you had with Kimera before. Cheers for this, I'll harvest these up for parts. I'm wanting to try and keep the original 'shape' of the field models and just add details and colour adjustments to them but there's a lot of parts here that'll fit nicely, I reckon.

By the way, does this mod of yours have a release thread or was it buried? It's quite a thorough revision and well-made.

Edit 2: I see this has several release threads. Quite interesting, it's been passed about from modder to modder.
this is the original thread https://www.ff7catalog.com/threads/5890/
i was thinking about carrying on with this earlier this year but i couldnt be arsed basically,
i hope youll be able to use some parts from this,, peace out brother!
 
There's a new(ish) mod manager being developed called 7th Heaven (7H) that handles stuff like that. Basically, my installer is a bit of a brute that just overwrites the game's core files but with 7H it could be possible (to a certain degree) to have both running together. I'd need to break the mod down into it's constituent parts first though, and I'd like to wait at least one week for initial bug reports and to get this locked sidequest debugged.
Thank you! I'll wait, I'd really like to manage to have both your gameplay and their translation.
 
I can finally give you some feedback.
The Midgar part went smoothly (except for Air Buster: the increased difficulty made the fact that I couldn't see where it was actually facing quite annoying).
Normal encounters have their strength increased so that you can't just mash attack and heal between battles, but are still quick enough to avoid becoming tiring.
Boss battles are VERY long. They're boss battles, so that's ok, and they force you to use some ethers, but still sometimes I found myself slightly bored towards the end; for example, during the battle against the scorpion on the Shinra Building.
I really like the new miniboss battles, though. They generally make sense and keep you on your toes. Also, I liked how you made the scorpion a recurring miniboss; I'd actually like if it kept showing up until the end.

I defeated the bosses in the elevator (they were pretty hard) and now I'm stuck at the Cloud vs Rufus fight. I tried it a few times, and I really can't see how I can win this without loading a previous save and grinding...

EDIT: Ok, I had forgotten that I could just put Cloud in the back row; after doing that, the Rufus fight was challenging but doable. Now I've just gotten out of Midgar.

For now the mod has been very enjoyable. The "main" battles keep you on your toes, but never give you the feeling that the game is "cheating" or that it requires grinding.

For now I think I'll keep Tifa as a healer (high dexterity and the armor that gives her even more), Barret as a fighter/support/tank with cover materia and protect vest and Cloud as the main attacker with magic.
 
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Remember that you have the Lv.2 Barrier Materia that Aeris had equipped when she joined; it'll become more and more useful as you advance into the game and they were used during balancing so it could be tough to win without them. If they're running out too fast, consider using Wait ATB (even on the fastest speed, Barriers will last for a useful amount of time on Wait; on Active full speed, they tend to be almost unusable). As far as boss battles go, I was aiming for about 10mins but minibosses should only take 3-4. I'll maybe revise that Scorp's HP or defences for a faster miniboss fight there.
 
Yeah, I was already using both Barrier and Wait ATB (I kept the battle speed around the middle) but without using the back row I just couldn't hurt that goddamn panther fast enough to overcome her White Wind.
I like how having more materias in the early stage of the game makes the battles more strategic.
 
I haven't tried this version yet (and god knows how depressing that is for me), but you can try to poison them and play turtle. Poison+All, wait until the dog thing dies and then go offence with Bio, although limit breaks could easily do him. Sadness can also help.
 
I did use poison, but just turtling wouldn't work because the panther uses White Wind once in a while.
Anyway, after switching Cloud to the back row I was able to manage a good enough offense and kill it without having to use Sadness too.

Now I just defeated the flying boss on the beach at Junon. For now my strategy mostly works, and the battles are just difficult enough.
Physical attacks are basically useless against bosses, though, so I may switch out Barret for a better magic user and demote Tifa to full-time healing+support.

Really enjoying the mod, I'll keep giving feedback as I go on!
 
One thing I might not have counted on is the loss of the Power Wrist as a guaranteed drop; however, you could give Elemental + [Spell] in your weapon a go; it'll give it an Element which can double the attack power of physical hits. There's also a weapon on the Cargo Ship, Wind Slash, that has an innate Wind element attached to it; very handy for killing those thunder birds on Mt. Corel.

I haven't written up the manual yet, but I've went with a consistent element system for this mod which runs as:
-) Big/Heavy enemy: Weak to Earth, Immune or resistant to Wind + Gravity (lot of bosses fall into this)
-) Flying enemy: Immune to Earth, but takes 2x damage from Wind and Gravity (large flying enemies tend to be resistant to Gravity though)
-) Bug/Insect/Beast/Plant: General enemies tend to be weak to Fire and Ice. Kalm Fangs, Capparwires, and Search Crowns are an example.
-) Mechanical: Bolt and Water, of course, but Poison does nothing.
-) Human: Weak to Poison; is maybe a little TOO effective during boss fights with Turks, etc.

The other two factors that can override elemental affinities is the location of a monster or if it has attacks linked to a certain element. If an element they use is something they'd normally be weak to, then it overrides it (like that Thundergunner absorbing Bolt). But sometimes it means they'll be weak to other things, like the fire-based Rubicante GT being weak to Ice on top of the usual mechanical weaknesses. As far as area goes, best example is the Great Glacier; most of the enemies there will resist or absorb Ice but be weak to Fire. The Crater has one too, though less obvious; most enemies down there are weak to Holy but strong against Hidden.

Idea behind it is that a player can guess what an enemy is weak to or plan ahead if they know what kind of enemies to expect in each area of the game.
 
The problem with the poison weakness was always that enemies, besides getting double damaged, also get poisoned. I might be off here, but I think enemies that can't be poisoned are also immune to poison damage. Thus fights against the Turks tend to be easy thanks to them getting sick with anthrax or something.
 
That's exactly right; the early fights with Turks still suffer the same problem, but I gave Reno an attack called 'Turk Poisona' which restores HP and heals the Poison status. He also does something...unusual in the Gelnika fight so we'll see how that goes down  :evil:
 
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