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

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Awesome awesome awesome. Going to run through this at lunch now, will let you know my results!!

Edit: Hey Chief I was able to get through to Gongaga just fine using the Vanilla data folder (which I was not able to do before), no loop to the Midgar bike scene - so I think I should be good once I get through the double demon gate fight again with the NT data/mod enabled. That fight is a battle of attrition haha. Will post my results in a few... But my HUGE thanks in advance!

Edit II: Made it through the fight (NT enabled) and saved outside of Gongaga no problem. Can't tell you how pumped I am for the work day to end now!! Haha. I will let you know for sure if anything else comes up. I haven't seen anything in my play through out of line other than the now fixed bike loop. Thank you!
 
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If it doesn't work then let me know and I'll set you up with a special patch that directly bypasses the issue + skips the demon gate fight. That way you can progress while I sort out whatever the problem is. I'm fairly sure the hotfix should sort it out though; it turns the var off to prevent the looping.

\\NT News//

So I'm just about done coding in the new innate abilities. Was hit by a bit of a curve-ball when the script size turned out to be half what I thought it would be (seems to be 4000-ish for Scene, 2000-ish for kernel) but it made me consider other things and I ended up with some neat alternatives. Let me know what you think of these:

\\Cloud//
Mimesis: Copies one party member's innate ability at random. I thought this one would tie in with Cloud's character; you could even go a step further and say that it ties in with Zack's gimmick in CC where he'd 'copy' other people's limit breaks for his DMW reel and that Cloud is copying Zack's ability to copy- never mind.

\\Barret//
Conflict stacks: When Barret is attacked physically, he gains one of two different stacks depending on which Row he's in. If he's in the Back Row, he gains a defensive buff of +8 to Vit & Spr (up to a maximum of 5 stacks for 40 Vit/Spr). In the Front Row, he gains stacks of +4 Attack (again, maximum of 5 stacks for +20 Attack). If Barret gains a stack of one type, it nullifies all stacks of the other type. So if you have 5 Defensive stacks and then move to the front and gain one Attack stack, he'll lose all his defensive stacks.

\\Tifa//
Focus stacks: When above 3/4HP, Tifa will gain a stack of +3 attack every time she takes physical damage (no limit on stacks). These stacks are lost, however, if her HP dips below 3/4. It's supposed to be a counter to the critical HP mechanics that two of her weapons have; Powersoul and Masterfist.

\\Aeris//
Afterburner: When Aeris' MP falls into the last 1/4, she gets a temporary buff of +20 Magic which is reset whenever her MP rises back above 1/4. I couldn't find the AI flag to enable for 2x Healing :l

\\Red XIII/
Warm-Up: As the battle progresses, Red's Str and Mag will very slowly increase (+1 each time) for a maximum buff of +15.

\\Yuffie//
Perfect Dodge: Whenever Yuffie is hit by a physical attack, she temporarily gains 255% evasion against physical attacks. This is cancelled if she is hit by any kind of magical attack, including healing spells.

\\Cait Sith//
Rage System: When under the influence of a status ailment, Cait can have a special AI script 'Rage' triggered by using the Morph command on him. The Rage used depends on the status ailment. (This is still up in the air, because of the size limitation that's reared it's head. I've got a hefty chunk of space to work with, so hopefully it'll be enough to get this working; I don't think I'll be able to make a Rage for every status ailment, just the more common ones).

\\Vincent//
Chaos Link: A passive innate, Vincent enjoys Fire, Lightning, and Poison immunity as well as starting each battle with the Deathforce status. These represent his four Limit forms (where Chaos utilises instant KO attacks and Hellmasker inflicts status ailments like Poison with Nightmare).

\\Cid//
Highwind Luck: Whenever Cid is knocked down into critical HP, he gains a temporary boost of 2x to his Luck stat. This wears off and resets when he is no longer at 1/4HP or below.

Let me know what you think of these. You may have also noticed by now that I have trouble naming things. Please help.
 
I like all of these ideas for innates, two questions: Does Cloud copy a current party member's (1 out of 2 battle party characters) ability, or a random team member (1 out of 5 or 7 or however many total char's you have)? And how would you know which char's ability he's picked up?

And just a personal thought/suggestion: I would love to see Cloud or Cid gain a limit fill increaser caused by X or when below X hp level or something... but that's just me :-)
 
I like all of these ideas for innates, two questions: Does Cloud copy a current party member's (1 out of 2 battle party characters) ability, or a random team member (1 out of 5 or 7 or however many total char's you have)? And how would you know which char's ability he's picked up?
Ideally it'd be whoever is in the battle, that makes it a little less random and eliminates a problem of copying innates from people who haven't joined the party yet.

hey sega

are you taking out the limit breaks on your Mod
Nope.
 
Sup SegaChief.

Did you make these innates things for characters with WallMarket in the AI ?
Since I changed lots of things on kernel.bin (the one that NT uses) for my personnal liking , can I just copy-past the AI script or is there a special trick to do before?


Little suggestion: Add an innate for Sephiroth too :D
 
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*Small Bug: Hey Chief, after disc 1 concludes and it asks if you want to save the game on the in-between disc 2 screen, the hand cursor was set to 'no' below 'yes' with no ability to move the cursor upward to 'yes', but the cursor could move down and point to nothing... No big deal. I hit 'no' not the blank and it skipped to the next screen without offering a save option. Thought I would point it out -
 
Sup SegaChief.

Did you make these innates things for characters with WallMarket in the AI ?
Since I changed lots of things on kernel.bin (the one that NT uses) for my personnal liking , can I just copy-past the AI script or is there a special trick to do before?

Little suggestion: Add an innate for Sephiroth too :D
I'm afraid WM has no copy-paste function like Proud Clod, values need to be entered manually. I'd add an innate for Sephy maybe for fun, but space is a serious issue.

*Small Bug: Hey Chief, after disc 1 concludes and it asks if you want to save the game on the in-between disc 2 screen, the hand cursor was set to 'no' below 'yes' with no ability to move the cursor upward to 'yes', but the cursor could move down and point to nothing... No big deal. I hit 'no' not the blank and it skipped to the next screen without offering a save option. Thought I would point it out -
No worries, I just misaligned it. I'll correct it for the next patch.
 
If it doesn't work then let me know and I'll set you up with a special patch that directly bypasses the issue + skips the demon gate fight. That way you can progress while I sort out whatever the problem is. I'm fairly sure the hotfix should sort it out though; it turns the var off to prevent the looping.

\\NT News//

So I'm just about done coding in the new innate abilities. Was hit by a bit of a curve-ball when the script size turned out to be half what I thought it would be (seems to be 4000-ish for Scene, 2000-ish for kernel) but it made me consider other things and I ended up with some neat alternatives. Let me know what you think of these:

\\Cloud//
Mimesis: Copies one party member's innate ability at random. I thought this one would tie in with Cloud's character; you could even go a step further and say that it ties in with Zack's gimmick in CC where he'd 'copy' other people's limit breaks for his DMW reel and that Cloud is copying Zack's ability to copy- never mind.

\\Barret//
Conflict stacks: When Barret is attacked physically, he gains one of two different stacks depending on which Row he's in. If he's in the Back Row, he gains a defensive buff of +8 to Vit & Spr (up to a maximum of 5 stacks for 40 Vit/Spr). In the Front Row, he gains stacks of +4 Attack (again, maximum of 5 stacks for +20 Attack). If Barret gains a stack of one type, it nullifies all stacks of the other type. So if you have 5 Defensive stacks and then move to the front and gain one Attack stack, he'll lose all his defensive stacks.

\\Tifa//
Focus stacks: When above 3/4HP, Tifa will gain a stack of +3 attack every time she takes physical damage (no limit on stacks). These stacks are lost, however, if her HP dips below 3/4. It's supposed to be a counter to the critical HP mechanics that two of her weapons have; Powersoul and Masterfist.

\\Aeris//
Afterburner: When Aeris' MP falls into the last 1/4, she gets a temporary buff of +20 Magic which is reset whenever her MP rises back above 1/4. I couldn't find the AI flag to enable for 2x Healing :l

\\Red XIII/
Warm-Up: As the battle progresses, Red's Str and Mag will very slowly increase (+1 each time) for a maximum buff of +15.

\\Yuffie//
Perfect Dodge: Whenever Yuffie is hit by a physical attack, she temporarily gains 255% evasion against physical attacks. This is cancelled if she is hit by any kind of magical attack, including healing spells.

\\Cait Sith//
Rage System: When under the influence of a status ailment, Cait can have a special AI script 'Rage' triggered by using the Morph command on him. The Rage used depends on the status ailment. (This is still up in the air, because of the size limitation that's reared it's head. I've got a hefty chunk of space to work with, so hopefully it'll be enough to get this working; I don't think I'll be able to make a Rage for every status ailment, just the more common ones).

\\Vincent//
Chaos Link: A passive innate, Vincent enjoys Fire, Lightning, and Poison immunity as well as starting each battle with the Deathforce status. These represent his four Limit forms (where Chaos utilises instant KO attacks and Hellmasker inflicts status ailments like Poison with Nightmare).

\\Cid//
Highwind Luck: Whenever Cid is knocked down into critical HP, he gains a temporary boost of 2x to his Luck stat. This wears off and resets when he is no longer at 1/4HP or below.

Let me know what you think of these. You may have also noticed by now that I have trouble naming things. Please help.
The more I read, the more I want the gameplay balances to be done. I'm trying to talk a friend into a dual/co-op stream playthrough thing.

For Aeris, maybe Lifeburst or Manaburst? She's not a very tech-origin character, so you want a more magical or natural name for that maybe.

For Red XIII, Warm-Up's pretty good, Rising Spirit works too, I like the idea of working off of his warrior legacy.

I don't like Cait enough to know much, so Rage works. Don't judge me.

Maybe Kain's Star or Star of Kain for Cid? Being watched by the stars is often considered a term of favored protection, and I can't resist throwing in a dragoon reference.

I like everything above that, though Mimesis could also afford to be Mirror for simplicity's sake.
 
Cheers for the name suggestions; some of the innates might need pop-ups to indicate that they've triggered or worn off. I'll have the battle overhaul done soon, just sidetracked myself slightly with the rank-up + innates but I'm using DLPB's Ochu tool to get through field screens much faster than normal.
 
Re: \\NT NEWS//

\\Cloud//
Flavorful and powerful. I'd never know what it is unless it's something easy to trigger like Barret's, Red XIII's or Yuffie, but it makes it exciting to think what you could do with this. Bruiser Cloud with a team of Barret + Red XIII. Tank Cloud with a team of Yuffie and Vincent. Lucky Cloud with a team of Cait Sith and Cid... Just the steps people can take to ensure an innate that works for their Cloud makes me grin. I am more excited for Cloud than I have ever been.

\\Barret//
You da man!

\\Tifa//
I don't have a good feeling about this. Having the 3/4 HP trigger only when she takes physical damage makes this innate very tricky to use. You'd only benefit against weaker enemies that won't outright send you below 3/4 HP, or you "charge" Tifa by taking steps to attack her yourself. I'd recommend an innate +3 attack stack to start, if above 3/4 HP, followed by the trigger condition. Another suggestion is to have her gain a stack when she dodges an attack. This can create an interesting risk - reward mechanic because, typically, the high evasion armors have the worst damage reduction. One stray hit and you automatically lose the stacks.

\\Aeris//
Thumbs up. Can lead to an interesting burst damage combo later in the fight, especially with doublecast.

\\Red XIII//
I want him in my party so much now. More than I have ever wanted him in my party. Good.

\\Yuffie//
A ninja tank is born. A quick-support, physical-tank. Much hype.

\\Cait Sith//
Once I have an understanding of what these Rages will be, Cait Sith will be on my team more than any other character. I love messing around with stuff like this.

\\Vincent//
Wow, Vincent has the potential to be ironclad in elemental resistance. He would have the potential to be extremely rewarding for defensive players (like me).

\\Cid//
A great innate that can keep Cid alive in an unexpected situation, especially late game where Luck boosting equipments can be quite powerful. This may come in handy faster than other innate abilities, especially against tougher fights, which makes this innate oddly more reliable.
 
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I wanted to give Tifa the defence-reduction on her attacks but the flag for it was missing from WM's weapon settings (so I'm assuming it's not possible to do it that way). I could do it through a formula though, I think. Problem is, % might be dangerous due to the game rounding up on any decimal (so enemies with very little defence could end up with a lot more) and I don't think subtraction works properly; it just seems to add the value on instead.
 
I'm afraid WM has no copy-paste function like Proud Clod, values need to be entered manually. I'd add an innate for Sephy maybe for fun, but space is a serious issue.
So it has to be entered manually, can I type values in order I see them or is there an order to do?
In the worst case, I still can redo what I've done, doesn't matter.

As for space issue, did you tried to shortcut names and description? I think (not sure about that) 1 letter is equivalent to 1 byte, so if you need like 100 bytes more, then remove some text ?
Example: some magic has "LvX - " in their description, you can remove this.
 
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\\Cloud//
Flexible
Is this set on battle start and does it change during battle? Do we get a notification which one he has?  I'm assuming it only picks from the 2 party members you bring with you and not the ones recruited.

\\Tifa//
High Spirits
I really don't like this one. Is HP Plus materia in the game? last i played it wasnt avaialable. unless im remembering wrong damage values are pretty high in NT. almost everything would give the bonus and immediately cancel it. I'd have to save scum to make sure her HP, Vit and Spr always fall on the highest point of the curve and using high slot low defense armor just became worthless. Gaining stacks when she avoids an attack above 3/4 health, not losing the stacks, and having a cap is better. Alternatively change the passive to work off of half health with no cap but stack slower. As it stands, Barret simply has a flat out better passive entirely. You'd spend the entire battle healing her. Fun, fun.

\\Barret//
Cool Under Pressure
sounds broken as fern. would help a lot early game when phys doesn't scale well, but mid game when we start getting the high str armors he will be a monster. 40 vit and spr don't mean much overall for most of the game anyway, but attack scales exponentially.

\\Aeris//
Focus
2x healing woulda been a bit strong, anyway. this is a much better choice

\\Red XIII/
Warm-Up is good
I like this, gives incentive to using +dex stuff

\\Yuffie//
PD is also good
Would be a neat thing, lots of enemies have magical attacks, and im pretty sure every boss has a magical all hitting attack to keep it from being too broken

\\Cait Sith//
Should Just ferning Die
Can we just remove the ferning guy? >_>

\\Vincent//
The Monster In Me
He's passively immune to fire, lightning and poison? and i still won't use him lol  fern uncontrollable characters

\\Cid//
Desperate Blows or Second Wind
Not a very good one overall statistically or thematically imo .  he's not a very lucky guy if you think about it. plus I always figured him to be a tough son of a buttercup type, something like a free auto life once per battle if he dies would be cool.
 
Hey there. It's me again. I found a dangerous bug wich could remove all your Materia :P

It's about the new saving feature.
Once you have that much materia that you cannot remove your current one from your character like in this example:
9c31195a0f84369e0fdeffd0d2290fd7.jpg
you should not try to "unequip your party", this would result in lost materia :D
 
So it has to be entered manually, can I type values in order I see them or is there an order to do?
In the worst case, I still can redo what I've done, doesn't matter.

As for space issue, did you tried to shortcut names and description? I think (not sure about that) 1 letter is equivalent to 1 byte, so if you need like 100 bytes more, then remove some text ?
Example: some magic has "LvX - " in their description, you can remove this.
I'd type them as you see them, line by line. One thing though, If strings are updated automatically so it's best to think of them as pointing at something. If the 70 #### points to the end of the script, then input the current number that points to the end of the script. Otherwise they'll be directing to the wrong places.

As for space, it seems that the kernel AI has it's own 'segment', though I'm not sure.

\\Cloud//
Flexible
Is this set on battle start and does it change during battle? Do we get a notification which one he has?  I'm assuming it only picks from the 2 party members you bring with you and not the ones recruited.

\\Tifa//
High Spirits
I really don't like this one. Is HP Plus materia in the game? last i played it wasnt avaialable. unless im remembering wrong damage values are pretty high in NT. almost everything would give the bonus and immediately cancel it. I'd have to save scum to make sure her HP, Vit and Spr always fall on the highest point of the curve and using high slot low defense armor just became worthless. Gaining stacks when she avoids an attack above 3/4 health, not losing the stacks, and having a cap is better. Alternatively change the passive to work off of half health with no cap but stack slower. As it stands, Barret simply has a flat out better passive entirely. You'd spend the entire battle healing her. Fun, fun.

\\Barret//
Cool Under Pressure
sounds broken as fern. would help a lot early game when phys doesn't scale well, but mid game when we start getting the high str armors he will be a monster. 40 vit and spr don't mean much overall for most of the game anyway, but attack scales exponentially.

\\Aeris//
Focus
2x healing woulda been a bit strong, anyway. this is a much better choice

\\Red XIII/
Warm-Up is good
I like this, gives incentive to using +dex stuff

\\Yuffie//
PD is also good
Would be a neat thing, lots of enemies have magical attacks, and im pretty sure every boss has a magical all hitting attack to keep it from being too broken

\\Cait Sith//
Should Just ferning Die
Can we just remove the ferning guy? >_>

\\Vincent//
The Monster In Me
He's passively immune to fire, lightning and poison? and i still won't use him lol  fern uncontrollable characters

\\Cid//
Desperate Blows or Second Wind
Not a very good one overall statistically or thematically imo .  he's not a very lucky guy if you think about it. plus I always figured him to be a tough son of a buttercup type, something like a free auto life once per battle if he dies would be cool.
-) Cloud
I'm still working out how to do it properly. Ideally I want it to be someone in the current party but I'm having trouble getting their ID over to the appropriate script without it getting too large.

-) Tifa
I'm still working on getting something organised that reduces the target's defence but it's been tricky due to Subtraction not seeming to work correctly. Past the update though, there will be no changes in stats when leveling up; that's instead handled by the Rank-Up system where the player assigns stat growth instead (so there's no need to min-max levels, except maybe for HP/MP). Setting it to be triggered by an evaded attack would likely make it very difficult to gain consecutive stacks too. Long story short though, this one doesn't seem popular so it's not going to appear in the update. If I can't get the defence reduction to work, then I'll put some more ideas to people here.

-) Barret
Defensive stats were buffed recently, and are now twice as effective. +40 on Vit + Spr should make a tangible difference, but I wanted the front row one to be tempting enough to have players pull Barret to the front sometimes. Due to the change in the way stats are grown, I can now balance things up much more easily so hopefully I can avoid it getting too overpowered when combined with other +STR gear and a STR focused build.

-) Cait Sith
Let's do the opposite:

-) Vincent
I think it'll come in handy for situations where there's maybe a few too many things to defend completely against later on in the game, or for freeing up armour/accessory/slots that would otherwise go to elemental defence. As for the Limits, there's not much I can do; although I've been meaning to try out kernel spells on the Limit bar to see if he can use them. Could cast, say, Flare instead of handing control over to Galian Beast for example. I'm fairly sure it'd still require MP though :l

-) Cid
I've actually got Cid pegged as a luck-orientated guy because of that Lady Luck emblem he has on the Highwind. It's also a great stat for a front row fighter because of the crits + additional evasion it gives. It was a toss-up between Tifa and Cid for who was going to get the high luck stat, but in the end I figured Tifa would have Dex and Cid would be a lot slower (although I'll admit that the idea of a Dragoon-esque fighter with low Dex doesn't sit too well with me).

Hey there. It's me again. I found a dangerous bug wich could remove all your Materia :P

It's about the new saving feature.
you should not try to "unequip your party", this would result in lost materia :D
Dammit, I didn't even think of that. A warning message could maybe help with that, but it might be that I have to remove that particular option and replace it with something else instead. Not sure what, though; maybe an SP check to compliment Rank-Up?
 
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-) Tifa
I'm still working on getting something organised that reduces the target's defence but it's been tricky due to Subtraction not seeming to work correctly. Past the update though, there will be no changes in stats when leveling up; that's instead handled by the Rank-Up system where the player assigns stat growth instead (so there's no need to min-max levels, except maybe for HP/MP). Setting it to be triggered by an evaded attack would likely make it very difficult to gain consecutive stacks too. Long story short though, this one doesn't seem popular so it's not going to appear in the update. If I can't get the defence reduction to work, then I'll put some more ideas to people here.
Yeah, sadly this seems tricky to implement without being fiddly. Maybe making it based off of her attacking rather than being attacked could work, or maybe getting some bonus for every consecutive attack that breaks if she does anything BUT attack (Berserker/ Combo Strikes/ Kung Fu Rhythm), again, I have no idea of how tough these would be to implement.

-) Cait Sith
Let's do the opposite:
I love this so much!

-) Vincent
I think it'll come in handy for situations where there's maybe a few too many things to defend completely against later on in the game, or for freeing up armour/accessory/slots that would otherwise go to elemental defence. As for the Limits, there's not much I can do; although I've been meaning to try out kernel spells on the Limit bar to see if he can use them. Could cast, say, Flare instead of handing control over to Galian Beast for example. I'm fairly sure it'd still require MP though :l
I think this bonus is perfect - it's both useful and thematic. I also really love Vincent regardless of his limits, so it's extra cool for me.

Dammit, I didn't even think of that. A warning message could maybe help with that, but it might be that I have to remove that particular option and replace it with something else instead. Not sure what, though; maybe an SP check to compliment Rank-Up?
Being able to check SP would be nice, I think. I wouldn't mind both having notifications when you get some, as well as being able to check quickly when you're saving.
 
Having serious trouble getting the game to compare MP with MaxMP, which knackers Aeris' innate. Tried doing it with variables instead but they don't seem to be picking up the value from it. Might need an alternative.
 
Could you maybe give her something with row changing as well? Extra power in the front row at the cost of being in more danger! Maybe an MP Turbo effect. Could be supported by cover materia on other characters a bit too easily, mind. Her surprisingly gung ho attitude suits this type of offensive magery, I think.
 
Maybe a variable elemental defence? Half damage from the last element she's been damaged by! Too powerful, maybe, or might be bad when she's taking half healing 'damage'. This was more a throwaway idea, I don't think it suits her much.

Plain status immunities, like Vincent, but statuses? Or holy resistance /hidden weakness? Cetra blood could explain a lot of things.

Maybe auto - sense on enemies while she's in the party? I find sense very useful, and it would save me time, but other people may value it much less. Her life - senses would explain this one, or maybe the planet is whispering to her from the strategy guide... (rubbish one for Cloud to copy, mind)

Would it perhaps be possible for her to Summon more than once per battle? Turning her into a summoner character is neat, though a bit boring (and useless for a good while at the beginning of the game).

That's all I've got (for now), see if it sparks any ideas off for ya!
 
Having serious trouble getting the game to compare MP with MaxMP, which knackers Aeris' innate. Tried doing it with variables instead but they don't seem to be picking up the value from it. Might need an alternative.
If you need help conceptually, think of what you'd do for post-mansion Sephiroth, then reverse it. She's selfless, a bit flirty, a flower girl, a healer...maybe something to boost the party's defenses? Aerith, Barret, Cloud sounds like a wall team, doesn't it? Centered around the healer anyway.
 
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