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

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thanks for this, i just find it weird that he uses savings jar and takes only 27mp from me through the entire fight then can cause a market crash, i'm currently trying lucky pill + hero drink II + yellow wave and I'll try what you said if that doesn't work.

By the way, where can I get more Yellow Wave items? I don't like using one off items if I can't help it!
EDIT: Gil Turtle is causing a market crash after absorbing ZERO MP
 
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@cicadian Ah, so you've hit the same problem as I have. You will have to abuse Sadness + Wall on your tank to survive KotR or make use of Shield/Gospel Spark. Follow up with Life + All. To make things easier, you can also take in Final Attack + Life, but that's your call.
 
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I think it's a non issue maybe? I tried the MP damaging weapon Aeris has instead of magic hammer (which does 0 MP damage) and he couldnt do the market crash after trying to hoard savings. I think he must start with a base MP "savings" that is already above what I assume is uh... 250 MP to cast
 
Yeah, he starts with 999MP and he shouldn't be able to start using Market Crash until he's below 1/2HP.
 
last question hehe
Nyctalopian Dragon Meltdown is knocking out all 3 party members from combat, intended? What does Cyberdyne Ray do, sometimes it damages sometimes not but it never shows damage numbers?
 
Meltdown effectively ends the fight, to prevent it try hitting Nycta with the Slow status. This'll prompt him to use Reactor Cooldown which erases Slow but also ends the countdown. As for Cyberdyne, it is a bit erratic with the way it behaves but I like the animation too much to change it  :-X
 
Some bugs to report

Christopher and Gighee game soft locks in combat if you kill Gighee and let Christopher sit around too long, this may be in base game?

Tifa sidequest? With or without Tifa as party leader and after talking to New Threat crewman I have been to every screen in Nibelheim/Shinra Mansion/Mt. Nibel/Mt. Nibel Reactor and seen no bossfight or sidequest

Junon Leagues softlock: Cleared every encounter in Amateur Junon League with Tifa (party leader) Game was stuck at this screen after the victors of the last round (Kotch) Wave 2 were announced.
FMq9pVv.jpg


Probably not a bug but I haven't figured out the mechanics yet: Love buster casting perma-confusion (Spinning corpses lol) on party members and you can give them commands but they always use them on opposite targets (Ah! Can I target opposite for desired effect? Or is it a bug.)
 
Probably not a bug but I haven't figured out the mechanics yet: Love buster casting perma-confusion (Spinning corpses lol) on party members and you can give them commands but they always use them on opposite targets (Ah! Can I target opposite for desired effect? Or is it a bug.)
You need to survive without worrying about status immunity, so set up an elemental attack and absorb strat for safety. After that, equip your best equipment for damage and bum rush Love Buster with your strongest materia combinations or limit breaks. Blow everything. Mime your strongest stuff if you have to. Don't cast any buffs, just smash its face immediately. Hold nothing back.
 
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I'll see about getting those bugs fixed. I renovated the variables used by the mod a few weeks ago and it's likely I've missed one somewhere for the Junon Leagues. As for Gighee + Christopher, I fixed that recently (he was trying to use Cure2 instead of Cure3) but not sure if I added it to the hotfix patch yet. I'll update it just to be sure.

Love Buster is a tad unusual. I was messing around with status-defence ignoring attacks. They usually cause some odd effects.

Edit: Ah, plain forgot. I have to keep the .IRO up to date now as well. That definitely doesn't have the Christopher AI fix.

Edit2: Think I found the issue, about to fix it. Also forgot to respond to the Tifa Lv.4 Limit thing. It should be triggered by Tifa playing the piano, but there was a different problem in that area recently that's likely interfered with it. I'll get it fixed up, test it out, and make an update.

Edit3: The new files are currently being uploaded. It'll be the last large-scale update for v1.2 of the mod (hotfixes will still be maintained if any soft-locks or similar pop up) before v1.3 replaces it. I tested out Junon Leagues for a win/lose result and it seems to be okay now; I think the issue was that a loop could occur if the last bits of script for Wave 2 finished at a certain time during another script's cycle.
 
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@Sega Chief
I recall in your change log for v1.2 that you re-purposed the joke weapons into kills = power. Tried testing the damage for Nailed Bat using kill values between 768 and 5000 via save editor and there doesn't seem to be any change. Was wondering if you scrapped that idea or if it's using a different calculation from the old Death Penalty.
 
Yeah, it was found that they didn't work properly. I've not decided what to do with them for 1.3; default option is to make them high-attack like they are in the vanilla game but they could also be given some kind of theme, maybe Holy-element, an early triple AP weapon with one slot, something like that to make them not just stand out but be viable options too.
 
Yeah, it was found that they didn't work properly. I've not decided what to do with them for 1.3; default option is to make them high-attack like they are in the vanilla game but they could also be given some kind of theme, maybe Holy-element, an early triple AP weapon with one slot, something like that to make them not just stand out but be viable options too.
Actually, as it is, it still uses a damage calculation that affects Morph. When I first got the Nailed Bat, I noticed the Morph damage was very good. If you keep it like that, it'll see much use throughout later versions of the mod for purposes of Morphing bosses and such. I've also been meaning to ask you if an MP Attack weapon or materia was possible, something like what's seen in older FF games or in FF9. If you could apply that to the joke weapons, maybe with additional caveats, that would be amazing.

I personally think that an early triple AP slot would be redundant. The reward for players willing to stick to double AP weapons is already impressive.
 
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I did not know that they ignored Morph's damage reduction, that's a great theme for those weapons. I'll keep them as is.

There's already the Wizer Staff and Magic Hammer for damaging MP, but I could add a third option somewhere; maybe another spell and weapon for it. I'll boost up the Ghost Hands a bit too.
 
There's already the Wizer Staff and Magic Hammer for damaging MP, but I could add a third option somewhere; maybe another spell and weapon for it. I'll boost up the Ghost Hands a bit too.
Whoops! I should have clarified. MP Attack in FF5 and 6 caused your attacks to become automatic crits at the expense of 10-20 MP per attack (Rune Axe, Rune Blade, Organix, Ragnarok, Light Bringer, Final Trump, and Punisher). MP Attack in FF9 caused your basic attack to expend 1/8 your max MP to deal 50% extra damage on the attack.
 
Ah, right; could be tough, likely needs a hard-hack or character AI that can track your equipped weapon somehow.
 
I updated this morning and no problems yet Haven't checked out Tifas LB quest, Junon League soft locking less, though It seems to happen if I spam START as fast as possible.

Oh yeah, that uh.. Brawler Rank fight with the Christopher and Gighee clone, Kill the horse first and after a few turns the person sits there and does nothing soft locking the game.
If it helps I remember seeing him use 3 attacks, a regular hit, regen, and deathblow

this is kind of fun bug testing
 
Heh, well I copied over Christopher and Gighee's AI to those two enemies. So I guess it stands to reason that the same problem would be there  :-X

As far as the Junon Leagues go, I reckon it's because the Main script that handles the button prompts runs on a loop in the background while the rest of the scenes play out (a variable flips which temporarily disables the commands). But if someone were mashing Start then I guess it can get 'caught' while it's transitioning over, even if it is just a split second. I'll experiment with some ways to buffer it and prevent it from happening.
 
Was trying out Yuffie's sidequest, died, reloaded, left with this...
My save was outside of Wutai, can I fix this with a save editor?
N74YyD8.jpg
 
That's the save problem that can happen with different party leaders on the world map. Let's say you have Tifa as party leader, but Cloud is also in the party, his model will display on the world map. However, if you open the Menu and PHS him out, then save the game (without closing the menu), the game will load you at x0, y0 coords when you next load that save file because Cloud is no longer present when it recalls his last world map position for the save file.

If you add Cloud back into the party via a save editor, then it should fix the problem and you'll be loaded at the correct coords when loading the file. Otherwise, setting your position onto a Highwind screen and then talking to the pilot will put you in the Highwind for the world map so you can 'escape' the x0, y0. I've an idea for a fix which involves 'locking' Cloud and Tifa in the PHS if either Tifa or Cid are party leader, but it's not implemented yet.
 
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It's better installing this mod before or after Reunion if I want both ?
Because I just installed NT Mod afrter Reunion and it owerwrited all the Reunion benefits( models, traductions, etc.. )
 
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