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

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hey

i have idea for v 1.4 of your mod

i was thinking that your dark cave sidequest should end at the north creator

with 2 sephiorth fights
 
So, I originally came to this site for FF8 visual mods, but this totally blew my socks off. Currently playing 1.2 (Due to 7th Heaven needing to update the mod list) and loving it so far. From 1.3's description, it seems like I can comfortably coast along til disc 2-ish before absolutely needing to update.
Also, I got incredibly lucky with Ziegfried outside of Fort Condor, managing a Morph victory in the first encounter. Then, your wave-crashing demon in Junon quickly put me in my place. It is incredibly refreshing to play a challenging version of this game, especially with all the amazing tweaks and features 7th Heaven allows.
Just wanted to say, awesome stuff. I'm hoping for the day this mod borrows a little from Reunion's translation for the the most enhanced FF7 experience possible.
 
hey

i have idea for v 1.4 of your mod

i was thinking that your dark cave sidequest should end at the north creator

with 2 sephiorth fights
I'm happy with the way Dark Cave ends at the moment. I'll be concentrating on developing NPCs and other unique events for it in future, but the general progression is staying as-is.

So, I originally came to this site for FF8 visual mods, but this totally blew my socks off. Currently playing 1.2 (Due to 7th Heaven needing to update the mod list) and loving it so far. From 1.3's description, it seems like I can comfortably coast along til disc 2-ish before absolutely needing to update.
Also, I got incredibly lucky with Ziegfried outside of Fort Condor, managing a Morph victory in the first encounter. Then, your wave-crashing demon in Junon quickly put me in my place. It is incredibly refreshing to play a challenging version of this game, especially with all the amazing tweaks and features 7th Heaven allows.
Just wanted to say, awesome stuff. I'm hoping for the day this mod borrows a little from Reunion's translation for the the most enhanced FF7 experience possible.
Thanks for the feedback, cheers me up when I get something like this. The mod isn't perfect by a long-shot, but I'm feeling that it's slowly getting to where I want it to be.
 
Hey Chief, just checking in with a status report. I'm currently enjoying sweet world map music at the end of disc 2 (putting off the midgar raid), breeding chocobos, playing in the battle square, attempting materia caves (I've got quadra magic!), and getting Vincent's limit break. All in all they're having a jolly old time neglecting to save the world.

A couple of little things I've noticed:
1. The Ghost ship extra battle is misnamed as "Bomb King"
B)For some reason, the yellow huge materia 'talk' box has a format error where the selections scroll up once too many, leaving the first option too high and a blank space in the last spot (It WORKS fine, though! If you account for the shift)
[iii] I had a crash using coin on the Godberries, but I haven't tried again so I'm not sure if it's coin, the enemies, a combination, or was just bad luck (I don't know if this is just a PC thing, like I've heard about Beta and Hyper Jump).
 
I've fixed the first two but it's not in the patch yet. The third is new though, I'll go do some runs with Coin and other attacks that use all-field targeting.
 
im experiencing some odd issues when ive been playing
1. planet-all link doesnt link hydro but does link pearl, so you can cast a holy spell on all targets (likely not intended?)
2. holy absorb from materia link does not absorb pearl damage (i nearly killed myself testing this)
3. shout absorb on everyone via the 3 bahamut materia does not absorb the master materia bahamut summon in kalm town
4. kotr sometimes doesnt say "Ultimate End" when casting
feedback: can you do something to the godberry fight to make it so it does not take 30 minutes to do in the way you intended (constantly cycling debarrier, dispel, esuna, cating offensive magic on yourself, osmose and attacking once per turn with one character, if you're lucky), maybe bring the godberry count down to 3, or 4. Also for new players maybe add a start of the round message for them, when i go right sticks and stones may not break my bones, when i go left i am rubber you are glue, i dont know, something, mime is incredibly powerful but are you sure gating it with a sanity check is the wisest idea? (yes I know about dual working on them!)
 
1) I've left some flags on for Pearl by accident (ones that let it be linked to All), so that can be fixed up easily enough.

2) Funny thing, but on that note I also forgot to set the Holy flag for Pearl so it's currently non-elemental ^^'

3) I'll need to look into that. Not sure why the summon's element would bypass an elemental defence but there's a few things it could be. I'll need to isolate what's causing that to happen.

4) That must be what Zara mentioned before. That might be out of my hands because everything is more or less the same for KOTR in the kernel.

5) I might have to reduce the number of Berries anyway, Coin does crash the game when used in that fight perhaps because of either the counter-attack AI or the number of targets (9 in all) potentially causing trouble for the command's animation. Pandora's Box seems to work okay though, which has the same targeting flags.

About Box in that fight, for a good time go into it and cast Reflect on yourself and then give all the Berries Reflect too. Then cast Box.
 
sega whats the down low on morphing variablis? between the constant status effects, high damage, elemental change and the fact you cant junction elemental attack to the weapons that do higher morph damage it seems very unlikely it would take under a few hours just to get it done right
 
That's likely an oversight on my part; thinking about it, the only reasonable way to get that guy Morphed is using a non-elemental weapon like Max Ray but the defence makes that tricky as well. Variablis himself isn't very popular and a hard spike compared to the others so I'll give him a once-over so that physical/non-elemental attacks are much more viable and damage he deals is down.
 
Quick question,

I just got aerith and she is level 1. Is that normal?

When Tifa joined my party she was actually a couple levels higher than cloud and barret.

Thanks ahead of time!
 
Doesn't sound it; Cloud starts at Lv.6 and then hits Lv.7 after the first mandatory fight with two MP Trainees. Then Barret joins +1 level above the average and Tifa joins two levels above the average. Aeris should be +1 level above the party average as well, not Lv.1.

Let me know if any other oddities pop up. This is 1.2 still, right?
 
hmm. No I'm running 1.3 I believe.

Also, she has a spell called "osmose" which she didn't have when I played 1.2 for a bit.

I've fought like 3-4 battles in sector 6 and shes already almost to level 10 though.

**It might be important for me to note that I installed the game using tifas 7th heaven tutorial (using NO gameplay mods or menu overhaul through 7h however) and patched the game with your nt main installer.

I couldn't get the game to install properly any other way though. Could this be why that happened with Aeriths lvl?
 
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If Osmose is there and it's the main installer, then I guess the kernel is patched. Did you start from a pre-made save file? (as in, a 1.2 save file from the 1st reactor?) That might be it, as the EXP arc is slightly different so it maybe confused it slightly. Seems to have corrected itself, though if she's lv.10 now.
 
Nah I actually am starting from a new game because I accidently deleted my old saves  8) haha. Yeah I mean the rate at which she's catching up to cloud seems like it's fixing itself I just wanted to ask/make you aware.

Thanks again
 
@Sega Chief
Thanks for making shrapnel and dazers available on the boat ride to Costa del Sol. It is hilariously helpful.
There's been a weird ATB glitch that I forgot to mention back in 1.2 where, when having the Exit materia equipped, characters would randomly reset their ATB at the start of an encounter as though they were back attacked. At first I thought it was just an issue with reaching the level cap back when I was at Great Glacier, which I then promptly forgot about it thanks to Sneak Attack + Exit, but I was brutally reminded during Cloud's solo trip to Fort Condor after fighting Illuyankas.
 
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That's in the original game too, I'm not sure why it does this but it might be some kind of work-around they put in to prevent some kind of potential issue with the Escape spell.
 
Thanks for the mod, really nice. I need to know if this compatible with millenia cloud weapon mod, that modifies the sword textures. My version is steam. Thanks.
Edit: i would like to know if the mods of the "reunion" are compatible? Specifically the "memory patches" and "menu overhaul'.
 
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You can make it easier by using 7th heaven as the one on the top of the list gets priority of the files they have.  If however you want to them to go together like the naming to be like in reunion you may need to tweak it by loading reunion changes to the kernel and copy over the new ones from New Threat.  Note as well this is not fully compatible with my mod as it overwrites the three items I used to create Masamune like how the ultimate weapons are made in this mod.  I will work to make it compatible down the line as long as Sega is okay with it.
 
Thanks for the mod, really nice. I need to know if this compatible with millenia cloud weapon mod, that modifies the sword textures. My version is steam. Thanks.
Edit: i would like to know if the mods of the "reunion" are compatible? Specifically the "memory patches" and "menu overhaul'.
Like Genesis said, 7H is the way to go for getting mods to run together. I think the memory patches + menu overhaul can work with NT, I remember seeing a few playthroughs using at least menu overhaul with it. As far as modifying battle characters/weapons go, that should definitely be compatible; NT doesn't change any of those files. If using without 7H, it tends to be best to install NT first then patch other mods on top of it or to add files manually to the .lgp archives.
 
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