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

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But RemoteFX vGPU isn't an NVIDIA card.  I installed the 0.7 version of Aali custom graphics driver and the game locks up whenever a spell is cast in battle (Icicle Area turks Elena fight when she casts the initial attack).

EDIT: Also whats with the level 41 70.000 exp required to lvl up?  Its usually around 10-15 thousand to lvl up
 
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Alright, got it. Thanks a lot. I noticed though that Cloud still says there's a level cap in the beginner's hall. I think the patches installed alright. Is that just an oversight?
 
But RemoteFX vGPU isn't an NVIDIA card.  I installed the 0.7 version of Aali custom graphics driver and the game locks up whenever a spell is cast in battle (Icicle Area turks Elena fight when she casts the initial attack).

EDIT: Also whats with the level 41 70.000 exp required to lvl up?  Its usually around 10-15 thousand to lvl up
I'm afraid I've not got much experience with graphical set-ups. Not sure why Aali's driver would cause a crash either; I could make a special scene.bin patch to skip you past that battle if it's causing trouble? The animation she uses for the first attack is the Fascination one (used by Jemnezmy, etc). Are other battles working or is it just this specific fight which is causing the crash for you?

About the EXP, I use a custom EXP curve that has 'spikes' built into it every ten levels. 11, 21, 31, 41, etc. each require a lot more EXP to push through than before; the idea being that randoms give enough EXP to reach these spikes while bosses help cut past the spike itself; it helped me a lot with balancing enemies because I could better predict where player parties were going to be, level-wise. When you hit a spike, the best thing to do is push on to the next bosses; the Crater (on 1.3) has been set up to help blast through levels, so has the additional content.
 
How did you set up the custom battles?  Like the battle with Vincent in the basement  ProudClod?  Then how do you call your custom battle from ingame?  Proud Clods battle numbers and Makou Reactors battle numbers don't match up

Also, its all battle spells that cause Aali driver to lock up, so I reverted to the original Direct3D Accelerated mode where crashes happen rarely.
 
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Here's how battle numbers work; there's 255 scenes, but each scene contains four formations and they each have a hex ID. Problem is, Makou uses decimal. To find a battle in the scene as given by Makou, you need to divide it by four (so Battle 1000/4 identifies the battle as being in Scene 250). This'll give you the number of the Scene in which the battle appears.

For the actual formation itself: If it's a whole number, then it's the first formation in that scene. If it's #.25, then it's the 2nd battle, .50 for the third battle, and .75 for the fourth/last formation in that scene. For an example, if the battle is 1001 then it'll resolve as 250.25, which means Scene 250/Formation 2.
 
There seems to be a text bug in Fort Condor, after you beat the Shinra at fort condor and talk to the old man that gives you the Huge Materia item Cid says "Lets check on the little fella" (he means Cloud) but when the other 2 team members reply one says
Sephiroth: You mean cloud?
when obviously Sephiroth isn't talking
 
For the party leader swapping option on disc 3, is there any plans to make it possible for anyone to be the field leader? Just curious.
 
There seems to be a text bug in Fort Condor, after you beat the Shinra at fort condor and talk to the old man that gives you the Huge Materia item Cid says "Lets check on the little fella" (he means Cloud) but when the other 2 team members reply one says
Sephiroth: You mean cloud?
when obviously Sephiroth isn't talking
That's odd, but it's probably I added a name for the text box and clicked the wrong one.

For the party leader swapping option on disc 3, is there any plans to make it possible for anyone to be the field leader? Just curious.
It's possible, but the problem is the world map as it's only designed to show one of three party members (Cloud, Tifa, and Cid). It could be added for 7H, and maybe even for the regular installer depending on how stable it is. It'd need a tonne of work to navigate around scripts, but it's on the cards. Maybe even possible for much earlier in the game so it's not just an end-game feature.
 
I thought the world map models might have been a problem. Even if Cloud was always on the world map and the other characters could be used in dungeons/towns, that would be really cool.

Have just made it up to Nibelheim but here's some of my observations of some of the things that I've noticed (nothing game breaking at all) :

In the Air Buster fight, you might have done this as a punishment for improper healing, but when one character is left, the tranq gunning can be a bit long. I think either out right killing the party or reducing the sleep effect (I'm not sure if this is a set time in every fight, no other enemy thus far has left me alone long enough to see) would be preferable. This is just my opinion though; it's your mod off course.

In the Rufus fight, Light Nation used its Hydro move on Rufus himself halfway through the fight which essentially clinched my premature victory.

In Nibelheim, in both the flashback and present day, there's a model of Tifa stuck in her room. (Nice touch tweaking Cloud and Sephiroth's stats and making Sephiroth controllable btw)

The evening effect in towns disappears after the menu is visited.

This last one I don't know if it's just due to altering of how stats work but I've had summons miss my target relatively often, is that intentional to avoid spamming? Also related to battle, I'm pretty sure my Cloud has killed a large amount of enemies but he is still stuck at level 1 limit breaks. Did you change the requirements or am I just misremembering (which is possible; I haven't played the game for a few years)?

Also, is it possible to have the battle/field BGM some sort of option in the menu so it is interchangeable at will? Like I said, I know nothing about the details of this stuff so I don't know if this would require more trouble than it's worth.


So yeah, really nothing game breaking at all and I'm really enjoying the mod thus far. I hope I don't sound negative, if I listed all the things I like about this mod too, the post would be overly long and sycophantic.
 
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I'll maybe set the tranq gun to be physical damage again, that way it won't 'lock' the character if they're last man standing.

That's an oversight on my part, I think he's trying to use a spell like Poisona but several were re-purposed to add some end-game elemental attacks to the player's arsenal, like Hydro. I'll change/disable it for the next update.

That Tifa model in her house is like a ghost; every time I remove it, it comes back a little while later. Not sure why; I'll definitely get it this time. (definitely)

I can fix that I think, but it means setting something up that'll be running in the background which might interfere with certain scenes. I could use the current set-up for rain instead and code in a separate switch for time of day. Thanks for letting me know.

Seems that a number of summons have been set to have 75% accuracy instead of 255 (which is problematic, as level also affects magic accuracy). Might be I started changing that to experiment with it then forgot to restore it. I'll set it back to 255.

I'm not sure if it's possible to have it in the actual menu, but what I could maybe do is have Save Points display an option to change it (maybe a button prompt like Square) to switch the music option. Whenever a save point is touched by the player, it displays a message so I could have it display a second window with the prompt.

Cheers for the feedback + error reports, I'll have these corrected fairly soon.

\\Edit: Plan for Next Update//

Currently, I've been reviewing the difficulty settings and I think I've approached it wrong (saw a stream of AA; it wasn't pretty). What I'm going to do is condense it down into two 'difficulties' as originally planned, but instead of calling one 'harder' than the other I'm going to instead put both versions of the mod together: Original and Arrange (not released). This'll kill two birds with one stone, and I'll only have one set of game-files to manage rather than two. Arrange fits more with what I wanted to do with another difficulty setting anyway, which was more about re-shuffling the game about a bit rather than just upping stats (that and AA difficulty has proven to be very poorly optimised; there's likely bugs associated with both that need to be turfed out as well). Both modes will be compatible with the pending .exe patch in any case.

I'm not 100% convinced about the changing time of day either (it needs to be re-done anyway to get around the menu problem). I think I might disable that for now and instead go with the rain. I want to start with expanding the NPC scripts in any case, starting with the player party and then working on the actual NPCs themselves at a later date. There's a subtle script revision going on too, just fixing up certain things here and there. While I'm doing that, I'll be keeping an eye on how things are laid out for potentially making party leader swap available much earlier.
 
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having original difficulty sounds interesting, so will that be identical to the original game, and if so how will you handle the added bosses and the new threats bosses.

have you had much time to look into my suggestions made before hand, especially about the Modern game over screen.
 
What I mean with Original is it would be standard NT; not the actual default game. I'll maybe call it Standard instead.

I've got all the suggestions filed away, and ordered in priority. A retry option for certain bosses that are at the end of lengthy scenes is high on the list as it's an inherent problem in mods like this.
 
it's a problem in the entire final fantasy series.

so strange how low profile games like skies of Arcadia has this basic option, yet Final fantasy does not.

I would recommend the Return of the Dark Sorcerer, its basically the ff6 equivalent of the new threat mod, has new bosses, new moves etc. it also uses different music from other games (uses zelda 1's dungeon music dungeon music, secret of mana mountain music for a mountain locations etc.)

Anyway, in that mod when you die it shows a cool cutscene of what would happen in the game if you did die, kind of like Chrono trigger, then afterward it places you right at the last save location you were in, no load save game screen, it just places you right there at the save point.

Thought it was kind of neat.

so on the difficulty there will be standard NT, then 'arrange', so was the 1.2 one i played through closer to standard or was it closer to arrange.
 
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ROTDS is maybe going a bit too far as a comparison; it's very heavy on story modification and references (I'm aiming more for what FF6 BNW did with the game). Cool idea for certain fights causing a unique 'game over' scene, but I was thinking more along the lines of an option to re-try certain bosses instead of going through a lengthy cutscene again. The ones on the list just now are:

-) Motorball (might be tough/unstable)
-) Red Dragon, Mural Room
-) Jenova Life, Altar

Those tend to be 'problem' bosses that appear at the end of a long sequence. There's others that appear at the end of such scenes, but they don't seem to cause as many problems.

The current 1.3 version, 7H's 1.2, and all previous versions should be considered Original. Arrange will be a little different; not necessarily harder, just different.
 
hmm, not harder, but different, sounds interesting, could you clarify more, just need to know which one to choose on my next playthrough, I guess the arrange version is where you have the most leeway, but you felt it might be too much for people so standard is scaled back in some way.

and would it be 1.4 that will have this option, or a later revision.

I think it might be a good idea for barret at the start to say 'welcome to new threat mod V1.4',I think barret mentioned new threat mod at the start when choosing battle music preference, adding the version number at the end of text would give player a clear notice what version they are on.

but yeah I wouldn't add a cutscene, just a simple menu that says' retry?' at the game over screen, or even in replace of the game over screen.

is there any reason it can't be done for all bosses, Also I was thinking when you reloaded the boss fight you would have a hard time telling what status the party was when it went into the boss fight, and in that case just full HP/MP would be fine.

haven't tried BNW, but i Think that doens't add new bosses, ROTDS however does, but yeah its not a complete comparison, maybe new therat mod is a bit in between ROTDS  and BNW.
 
What Arrange would do is change up certain bosses, unlock different enemy attacks, reorganize item placements, and maybe add a few twists into story events for new encounters (provided it doesn't cause too many problems). Original is scaled back in the sense that I've cut certain things or scaled them back to maintain a balanced difficulty curve or to keep the story events (largely) intact. Arrange would just be a different take on the mod. This'd be 1.3 still, there's a lot of features I want to get done before I make the jump to 1.4.

It could be all the bosses, I was just thinking in terms of time. A handler would need to be added to each one which might interfere with certain scenes. The ones I want to do for now are the tricky fights, but I could roll it out to every boss in the future if need be.

Good idea with adding the version number, I could maybe do that with the opening text box.
 
Hi SegaChief!

I've noticed few issue with AI in order:
Sweeper in reactor 1 and 5 , Combatant Grenade, Mighty Grunt.

These guys attack themselves with Machine Gun attack.
The issue is in the targetmask, they search for an opponent with near-death statut, so with a team full HP they just don't find a target.

Also another issue (maybe not?) is the fact I can see the yellow materia drop after Sample:H0512 fight (usually E.Skill) but when I go for it the materia is not in the next screen, so I can't loot it.
 
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Wasn't aware of that one, I'll revise the AI. Usually what should happen is they select a random target if none with the desired criteria are present. As for the Materia, I removed the Enemy Skill from there because Red now starts with it equipped (and I want there to only be 1 E. Skill Materia for balance purposes) but it must still be popping up, at least visually, through the script. I'll amend that too.
 
All right then.

Oh for the Sweeper issue, it's different then Mighty Grunt, since they use Search Scope, they keep in memory with a Local Var the last target, but in the AI the mistake is that you call another Local Var instead of the used one. (something like 1B0 instead of 1C0 , didn't remember well, I did fixed it)
 
Ah right, thanks for letting me know; just had a look, Sweeper Type-5 is setting the target to LocalVar 00F0 but looking for 00C0 when attacking. No idea when that happened.
 
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