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

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idk what it is, but I always find it impossible to install the game properly without bootleg or 7h.

I've been trying the last few days and it looks like im going to have to throw in the towel until alyza can configure the 1.3 iro.

Looking forward to it, what i played of 1.2 was awesome!
 
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I was gonna hold off on a reply until I had a bunch of stuff, but one thing has been irritating me greatly.  The encounter rate.  Way too many enemies.  I just visited Rocket Town and have not seen Enemy Away yet.  This is probably a materia that could be dropped early on in the game to ease enemy encounter woes without any drawbacks.

A couple other things:
1. Palmer's step mine never did anything, it just said "but there was no step counter" or something to that effect.
2. I fought Palmer twice, and stealing from him in the second fight yielded a different item.  I don't know if this is a bug, I just don't recall enemies having different potential items you could steal.
Hopefully if it's not a bug, then the items you can steal aren't good, because it would suck if you lucked into stealing a bad item instead of a good one.
3. I'm not sure how sense works, but I think it gives misleading results.  Many times I base my attack on what sense returns, and it yields poor results.  I think I have seen enemies take no damage (or worse, heal) from elements they are supposed to be weak to, and Titan seems to miss against guys who are weak to earth (Titan just misses a lot in general).
4. The Materia Keeper, or whatever his new name is, cast a spell which caused several effects on himself, one of which being death sentence.  After his time was up it was revealed that he is immune to death.  So what was the point?  I had kinda thought it was a "You win this fight by not dying for a period of time" situation, but nope.
5. Vincent did a crazy jig upon seeing Sephiroth/Jenova at the mansion (He was supposed to walk calmly like my other companion).  This one was amusing.
 
@Proxy
It is explained in the readme that you can steal 1 of 2 common items or a rare item from almost every enemy (at the cost of not getting an item drop in the results screen). The higher your level relative to the enemy you're trying to steal from, the higher your chances of obtaining a common item, and the lower your chances of obtaining the rare one. You can combine Steal with Morph to ensure a constant stream of good items at the expense of your time and effort. Do note that you can morph bosses for interesting and/or powerful items as well.

I've been regulating my level by running away from fights I don't care about and have seen moderate success in obtaining rare steals. This is no replacement for power leveling, though, so most people concerned only with beating the game can ignore steal for the most part. Sense hasn't actually failed me, and there is a list of enemy types and how their resistances interact with each other in the readme.

@Sega Chief
You changed Suicide lv4 to Suicide lv5, so I'm a bit confused as to how to obtain Chocobuckle from the lv16 Chocobo. Will keep cracking at it a little longer, but I'm running dry.
 
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@Bowser9 hey i ran into that when i was streaming, grab a south wutai island chocobo, they're 30, SC knows chocobuckle is currently hard to get early on despite it being a low level wind attack now, it was an oversight and might get changed later.
 
I was gonna hold off on a reply until I had a bunch of stuff, but one thing has been irritating me greatly.  The encounter rate.  Way too many enemies.  I just visited Rocket Town and have not seen Enemy Away yet.  This is probably a materia that could be dropped early on in the game to ease enemy encounter woes without any drawbacks.

A couple other things:
1. Palmer's step mine never did anything, it just said "but there was no step counter" or something to that effect.
2. I fought Palmer twice, and stealing from him in the second fight yielded a different item.  I don't know if this is a bug, I just don't recall enemies having different potential items you could steal.
Hopefully if it's not a bug, then the items you can steal aren't good, because it would suck if you lucked into stealing a bad item instead of a good one.
3. I'm not sure how sense works, but I think it gives misleading results.  Many times I base my attack on what sense returns, and it yields poor results.  I think I have seen enemies take no damage (or worse, heal) from elements they are supposed to be weak to, and Titan seems to miss against guys who are weak to earth (Titan just misses a lot in general).
4. The Materia Keeper, or whatever his new name is, cast a spell which caused several effects on himself, one of which being death sentence.  After his time was up it was revealed that he is immune to death.  So what was the point?  I had kinda thought it was a "You win this fight by not dying for a period of time" situation, but nope.
5. Vincent did a crazy jig upon seeing Sephiroth/Jenova at the mansion (He was supposed to walk calmly like my other companion).  This one was amusing.
Okay-doke:

The encounter-rate wasn't changed for the mod, it's standard for FF7. I could place a new Enemy Away in, say, Mythril Mines where it can be retrieved by players who have already passed through that area.

1. All of Palmer's attacks are derivatives of FF6 Lore abilities (that game's blue magic). Palmer himself is generally considered to be something of a joke boss, so I had a bit of fun with it. The Step Mine attack is a wee joke; in speedruns, encounter manipulation is often attributed to the 'step counter' but the game doesn't actually track steps, it uses a 'danger value' to trigger encounters.

2. The majority of enemies have a 'Drop, Common Steal, Common Steal, Rare Steal' set up for their four possible items, with certain bosses having a roulette of four steals. The only time steals won't be set is if a boss has a missable item that I want the player to get (like the unique Fairy Tale weapon for instance).

3. I'll check out Sense to make sure it's giving the correct information for elemental weaknesses.

4. Powersoul Keeper, who drops the Powersoul weapon, uses Powersoul mechanics on two of his attacks (the beam and Soul Combo). The Powersoul formula on these attacks multiplies damage by 4x when he's under the Death Sentence status ailment, which is why he inflicts himself with this status midway through the fight.

5. The PC game has a fair few instances where the wrong animations are used for some characters. There's the infamous one on the Altar when Vincent goes a bit crazy because he's been given Cloud's animations. Cid also uses some of Cloud's anims which makes his feet flap up at a 90' angle. While I fixed most of the ones I saw during editing, there's still a few lurking about; I'll take a look and change it to something a bit more...appropriate.

@Bowser9 hey i ran into that when i was streaming, grab a south wutai island chocobo, they're 30, SC knows chocobuckle is currently hard to get early on despite it being a low level wind attack now, it was an oversight and might get changed later.
Yeah, I was intending for Chocobuckle to be available when you first get to the ranch but I clean forgot about the change to L5. I'll have a look at the Chocobo's AI and read around; it's hopefully not related to the grade of chocobo (wonderful, great, etc.) and if not then I can just change all their levels to be a multiple of 5 without incident.
 
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@Cicadian
Thanks. Also, good job with the stream. I was able to watch some of the past videos, though I missed disc 1.

@Sega Chief
Haha that's awesome you gave Palmer the FF6 lores and the step counter joke. I never noticed since my last play through I didn't take my time with Palmer at all. Never change, man.
 
just in case you wanted to see how i got to where i am now i currently have some of Disc2 uploaded (disorganized, will finish tonight probably) and all of disc1 in a playlist for reference and balance checks

 
hey sega chief

how is adding ultros coming along on your hack

and keep up the great work
 
hey

I really like this mod alot

what other new features are gonna be added to this mod
 
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As far as the regular NT game goes, it's down to fixes, balancing, and tweaks. The only real size-able bit of content left is the New Game+ for 1.5, but there's likely going to be stuff added in during the interim:

-) Finish Junon Leagues sidequest by adding in the remaining brackets.

-) Add bosses to the Crater, and maybe even try for a 'team swap' mechanic like FF6 has so the player has to guide three parties down to the bottom.

-) Implement day/night, changing weather for towns; expand out NPC scripts and add party members into each town to be talked to (like in Costa del Sol on Disc 1). Basically, giving the game's towns a bit of an overhaul and bringing them to life some more. I'm hoping Roden can help out with it.

-) Expand the Event Square in some fashion; original plan was for an auction house but I don't personally like Auctions too much. Someone suggested a music/movie theatre like FFX has.

-) Additional sidequests; Kalderasha suggested some which I liked the sound of. These would appear here and there, dotted throughout the game. Some improvements to the existing ones will likely be made as well.

-) New Game+
Using a party that has either cleared NT (or starting from scratch with a buffed up pre-made one if folk want to jump into it right away), this is a campaign through the game with a lot of the story elements removed/replaced. The player starts from the Sector 7 bar and has to first escape Midgar before making their way to the Crater to stop Meteor.
 
hey sega chief

is there anyway you could make it, so you can have either 1 party, 2 party members or 3 party members out at once

like how they did it on ff6

and is there any chance for you to add the ff7 boss battle music on ruby weapon and emerland weapon please

and how can i add the ff7, or ff6 boss battle music on my own on your mod?

thanks
 
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-) Add bosses to the Crater, and maybe even try for a 'team swap' mechanic like FF6 has so the player has to guide three parties down to the bottom.
Hopefully it won't be exactly like FF6 where unless you switch your teams constantly through the game and take time to grind them up to speed, you end up with 4 or 5 all-star characters to split between the teams and the rest are complete dead weight. Right now I'm playing the final dungeon of FF6's Brave New World mod and most of the characters in my 3 parties get one-shotted by everything.
 
hey sega chief
is there anyway you could make it, so you can have either 1 party, 2 party members or 3 party members out at once
like how they did it on ff6
and is there any chance for you to add the ff7 boss battle music on ruby weapon and emerland weapon please
and how can i add the ff7, or ff6 boss battle music on my own on your mod?
I could look into that, but it would take some time as certain events look for three party members. As for making the boss music play for the two Weapons, I'm afraid that's out of my hands as the Makou editor doesn't cover the world map.

Hopefully it won't be exactly like FF6 where unless you switch your teams constantly through the game and take time to grind them up to speed, you end up with 4 or 5 all-star characters to split between the teams and the rest are complete dead weight. Right now I'm playing the final dungeon of FF6's Brave New World mod and most of the characters in my 3 parties get one-shotted by everything.
The crater isn't really set up for something like that, and it isn't long enough to justify doing it either. It'd be more like the scenario thing when Sabin falls off the raft; just get all three parties down to the bottom. One reason I'd have for trying to set this up is that the Bizarro fight is always three-party in NT so this would fit in with that quite nicely and be less out of the blue.

You'll be in trouble with the Kefka fight, I reckon; I can't remember exactly, but I think he selects four random party members like Ultimecia does at the end of FF8.
 
hey sega chief

Kefka on ff6 allows you to choose your party member to fight him with
 
is there a quick way for me to be able to tell i correctly installed 1.3? like an item towards the beginning of the game that i wouldnt have in 1.2 or default equipment or something?
For example, Barret just joined me and he has no magic/spells. Is this normal? I'm basically just looking for an indication that I'm playing 1.3 properly. Sorry for all the questions!

thanks ahead of time!
 
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@Lionsmane
You'll know once you name Barret. The game will ask you if you wish to keep the standard battle music or use field music for encounters. If you have a good eye, you will also know you've installed NT correctly if Cloud's model has no mouth and darker clothes compared to his original PC field model.
 
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hey sega chief

Kefka on ff6 allows you to choose your party member to fight him with
Oh. Whoops. I haven't reached him yet in my playthrough ^^'

@Lionsmane
You'll know once you name Barret. The game will ask you if you wish to keep the standard battle music or use field music for encounters. If you have a good eye, you will also know you've installed NT correctly if Cloud's model has no mouth and darker clothes compared to his original PC field model.
Pretty much this; Cloud will have a darker uniform that looks more like the game's original promotional art and Barret will ask you about music options. You should also start with Fire, Ice, and Bolt materia on Cloud while Barret has an Assault Gun rather than a Gatling Gun as his starting weapon (Gatling was converted into a triple AP weapon that can be found later in the game).
 
hey sega chief

is there anyway, you could put a choice in to see if people can choose to keep aeries on disk 2 and 3 please
 
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