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

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Make sure that the installer is set to Admin, is unblocked, and has full writing permissions; to set writing permissions, go into properties then security tab and for Users, edit the permissions for full control. Alternatively, you could make a copy of the data folder and put it on your Desktop; that way it won't be in a protected folder like Program Files.
 
Was going to edit . The PC reboot did not change anything.
I never install games in Progam Files for this reason. My FF7 is on C:\Square Soft, Inc\Final Fantasy VII

  to set writing permissions, go into properties then security tab and for Users, edit the permissions for full control.
Let's try.

EDIT:


So I did notified this option (I've never seen this before) and clicked on unlock.



Then I did check this.



Also got a look for data. I did the thing you adviced , put the files in desktop. I also desactived my antivirus in case he was the thing that break. (you can see on the screen the avira is closed).



But It won't patch fflevel anyway.

EDIT2: same result by putting the installer and the data folder in the public deskop.
 
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So I tried to make a fresh installation, in C:\Games\FF7 then did make sure all files are not in read only and got the writting permissions.
Then I downloaded Firefox for Redownload the installer on it, in case Chrome just fkced up.

Then I tried again and same problem the fflevel won't patch, It look like the installer don't recognize the fflevel I got.
I won't say stupid things but maybe it's cause I've the fflevel designed for french version? But in this case it should not success on other files, it's odd.
Unfortunaly, I don't have an english copy of the game to check if it's the issue.
 
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First off, if you have a custom scene & kernel (or any other files) you shouldn't be using the main installer. It'll overwrite everything. As for the flevel, it might either be the install location that's throwing it off or the flevel is too different/in a different location due to being the french one. Is the flevel in this address:

data/field/flevel.lgp

...or is it in a differently named folder because it's a different language version? Your scene/kernels should be in a folder with a different name too (not lang-en, it'll be lang-fr or something).
 
Don't worry for my custom scene, i'd backup.
The folder location is the same. C:\Games\FF7\data\field
In fact all the folder got english name.

Also forgot to said that i'm with an Original 1998 game version, so I don't have the folder lang-en /lang-fr etc .
There is a screen of what my FF7 folder look like with Aali custom driver

http://image.noelshack.com/fichiers/2015/16/1428882528-sans-titre.png

EDIT: just noticed that you call the file flevel.lgp
In C:\Games\FF7\data\field my file is named fflevel.lgp

EDIT2: so yeah I did rename my file fflevel.lgp in flevel.lgp and It did the trick, the installer got it and patched it.
This is the issue.

EDIT3: the game crash now with the file named flevel.lgp  , but just had to rename it in fflevel.lgp and it work.
You should notify this on the first post, in case someone get the same problem. : X

EDIT4: the hotfix patch for the flevel have the same issue (well it's not really an issue, just some unexpected stuff), it won't patch a file named "fflevel.lgp" but he is fine with "flevel.lgp"
 
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Ah, so that's what it was. When you wrote fflevel the first time, I thought it was a typo. So the different regions have different names for their files on the 1998 version; I better add that info to the thread.
 
I'm glad that my "problem" give you some new information  :-D
Im going to start a new game and enjoy your mod aswell, cya bud' :)
 
not sure if this was mentioned yet, but manipulating Beach Plugs seems to have a problem with Big Guard. as for them its still a multitarget skill, but the actual skill itself is only single target.
This causes big guard to randomly target, which has led me to about 10 minutes of rage trying to get big guard to be used on the one person who actually had Enemy Skill, and continually failing.
 
That's bizarre, I'll try editing the flags for the skill in the scene but I'd assumed it would pull that info from the kernel.
 
Thought I'd bring something else up. I got a Luck Source in Nibelheim from one of the caped guys on the second floor of the southern most house, and from the one in the kitchen of the inn. I remember you saying you removed all the sources for the moment, so I wasnt sure if this was intentional or if you simply missed it.
 
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It's been mentioned before, but I don't know if I forgot about it (again) or if it's still present in the 1.2 7H version. I'll double-check the main installer files in any case.
 
Currently it's done through Alyza's catalog, it's under the Gameplay modifications category.
 
Hi Sega Chief,

I've talked with you before on the Insane Difficulty forums.  I was the guy with a long list of ideas for modding FF7 including adding some elemental spells, reintroducing tonberries and ochus, displaying weapon bonuses, etc.  I played your mod up to Junon, but I haven't really been playing games at all since then.  Life is taking me in other directions for now.  But I do get on these forums and read about the progress you're making.  I can't wait to play the mod again soon!

Last night I woke up with another idea about how to change AP growth so that players can only equip materia that they want to use and don't have to worry about loading up on materia for AP grinding.  I'm not sure if it's possible, but it seems like it could be cool.  It's related to your idea for changing how characters grow their stats through events rather than experience.

What if players gained/upgraded new spells (Fire -> Fire2) through events or quests, rather than having to keep Fire materia equipped for the entire game to keep leveling it up.  If an event leveled up the materia, then players would only equip Fire when they really wanted to use it.  Events could also be used to power up summons.  At least in the PSX version, I assume that different discs of the game could have different strength levels for the same attack, so in disc 3 Choco Mog could be stronger than in disc 1 (I think this is the case) so it could still be a viable attack throughout the game.  Not sure if something like this could be used in the PC version.

Thanks for being open to hearing my ideas and I hope they're helpful!  I don't know if they're possible or would be popular, but I think they'd be pretty cool!

Nathan
 
It's been mentioned before, but I don't know if I forgot about it (again) or if it's still present in the 1.2 7H version. I'll double-check the main installer files in any case.
ahh, I used the "Main Installer - 11th March 2015" version
 
Hi Sega Chief,

I've talked with you before on the Insane Difficulty forums.  I was the guy with a long list of ideas for modding FF7 including adding some elemental spells, reintroducing tonberries and ochus, displaying weapon bonuses, etc.  I played your mod up to Junon, but I haven't really been playing games at all since then.  Life is taking me in other directions for now.  But I do get on these forums and read about the progress you're making.  I can't wait to play the mod again soon!

Last night I woke up with another idea about how to change AP growth so that players can only equip materia that they want to use and don't have to worry about loading up on materia for AP grinding.  I'm not sure if it's possible, but it seems like it could be cool.  It's related to your idea for changing how characters grow their stats through events rather than experience.

What if players gained/upgraded new spells (Fire -> Fire2) through events or quests, rather than having to keep Fire materia equipped for the entire game to keep leveling it up.  If an event leveled up the materia, then players would only equip Fire when they really wanted to use it.  Events could also be used to power up summons.  At least in the PSX version, I assume that different discs of the game could have different strength levels for the same attack, so in disc 3 Choco Mog could be stronger than in disc 1 (I think this is the case) so it could still be a viable attack throughout the game.  Not sure if something like this could be used in the PC version.

Thanks for being open to hearing my ideas and I hope they're helpful!  I don't know if they're possible or would be popular, but I think they'd be pretty cool!

Nathan
I'd quite like a way of having Materia/spells be learned without player's feeling a need to load up on Materia, but we only have one set of files to work with on PC rather than three discs (or nine, if I remember what I read on Roden's thread correctly) like the PSX version. We do have 7H, though so it's not impossible to buff spells as you go through the game.

As far as learning spells through events go, I don't think I can add AP to a Materia from the field. I can have Materia be picked up with a pre-set amount of AP already on it (there's a Lv.3 Destruct Materia in the dark cave sidequest, for instance) which can maybe offer something.
 
I'd quite like a way of having Materia/spells be learned without player's feeling a need to load up on Materia, but we only have one set of files to work with on PC rather than three discs (or nine, if I remember what I read on Roden's thread correctly) like the PSX version. We do have 7H, though so it's not impossible to buff spells as you go through the game.

As far as learning spells through events go, I don't think I can add AP to a Materia from the field. I can have Materia be picked up with a pre-set amount of AP already on it (there's a Lv.3 Destruct Materia in the dark cave sidequest, for instance) which can maybe offer something.
Thanks for your quick answer!

I guess if I knew that, whenever the author of the mod felt it was time for the player to have bolt 2, I'd receive/win/find a level 2 lightning materia (then maybe later a shop that sells level 2 materia), then I wouldn't need to always have my lightning materia equipped unless I wanted to use bolt or pair it with Elemental materia.  Once I get my level 2 lightning materia, I could either save my level 1 materia to raise with AP later or sell them.  This kind of system could make a physical tank with slotless equipment much more useable without the regret of missing out on AP.

As for the summons, I really don't know anything about 7H so I'll take your word for it.

From your answer it sounds like something similar to what I imagined could be possible.  That's exciting.  I'll keep following your progress till I'm ready to pick up a controller again.
 
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