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

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Hi sega
Ive just grinded through to level 70 (which i now see is no longer max level) however my characters only have 2-3000 hp with no materia on making it hard to progress, the streamers on youtube seem to have twice that. Have I missed something? Also is there a method for morping enemies I cant sense?
 
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The HP values were adjusted down to sit at around 3000-4000 for most characters at Lv.70-99; if streamers have 2x that then they're likely playing an older build or maybe doing something with the .exe patch which has different materia equip bonuses/penalties (one or two pieces had small HP+ effects, but probably not enough to cover a 2x boost to HP so it's more likely an older build with different character stats).

Morphing enemies without Sense is tricky, and it's something I should change in the future. What I could do is move the weapons/armor off Morph on high HP enemies and into new content of some kind (or just make them reliable drops/steals instead). Alternatively, the .exe patch raises the Sense limit to 60,000HP (or thereabouts) which will help with a few of them. Best method I have for Morphing an enemy when Sense isn't an option is to hit it with the same high-damage attack and count how many casts/attacks it takes before it dies; then on the second run use that attack but stop one short, before trying to Morph it with Yuffie's Conformer which shouldn't have a damage reduction when used with Morph.

The initial idea behind it was that to Morph an extra battle boss you needed to be a little stronger than normal to keep control of the fight as you move them down to Morph range, which would be a gateway to those weapons + Ultimate Weapons that can be crafted from them. I think in practice it just causes headaches when Sense can't be used so I'll be looking to change it in the near future.
 
hey sega chief

when are the new threat mod install files are going to be uploaded again
 
Hey Chief, was going to fire up another NT run, and see that the link is down? I played about 2 months ago (pre SP/ stacks) - anyway to access the newest version??

As always, awesome work, and thanks so much. -Web
 
I'm working on some key updates for it at the moment, one including a fix for the softlock in the Blue, Red, and Yellow Materia Caves (just finished that). I'll try to have them back up tonight once they're generated.
 
Yeah, I enjoyed how some of the boss/ tough enemy morphs give you good equips, even if they WERE un-sense-able, because it's like a reward for mastering the battle. I managed to get it with some, but needed to pull out all the stops and just finish the battle with others.
I guess from a balance perspective though, it just means more powerful parties will get more power boosts to stay above average, while weaker ones miss out (and might need to grind to progress). I think that having good drops, steals, morphs, and field prizes gives plenty of opportunities for different players to get their power levels up to scratch, though.
Having stats and hp regulated by your story progress keeps you competitive anyway, I think. Most of the rewards will be bonuses in things you can build teams around, or just increasing options if you already have some powerful stuff. (rather than being more powerful on top) It's only late game where you may be ultimate weapon hunting where morphing becomes unavoidable, so maybe, as was suggested, having some/rare drops in addition to morphs could relieve some pressure on that front. :)
 
I hear you, Gatch.

Just done fixing a few other things. The Dark Cave countdown will now just do a white-out effect rather than the Reactor explosion thing; not sure why I used that originally. But I also put something experimental in there; it should be harmless enough, as the alternative is just a plain old Game Over, but don't overwrite your current save file with it or anything; it could take a while to get back :I

I think that's everything for now. I'll put the files up and then generate an IRO patch as well.
 
Hey Chief, I've been continuing on with (the latest) .exe Arrange and I'm on my way to Corel from Costa Del Sol now.

JENOVA Vector was a lot of fun. I used Aeristh and Barret with Cloud for the fight. Barret building attack+ stacks with Cannon Ball in front row, and Cover, Aeristh alternating between Quake and heals, and Cloud on (Haste/Potion/Attack) support duty. Kept the damage flowing steady with about 400-700 damage per turn, depending on how much we needed recovery. Had a couple of KOs but nothing overwhelming- constant pressure.
Her spawning attack didn't seem to work though... she started the battle with some recovery attack, but no other enemies appeared. There was no sign of anything spawning for the rest of the battle, either, even though I wasn't very speedy. Was this changed from previous versions?

The other thing I just noticed was a battle near the Corel Reactor (2 Bloatfloats and Bagnadrana in the middle, back) seems to have the enemy rows backwards from the way they appear- the two Bloatfloats are (Back Row) even though they seem to be in front. I just wanted to mention now before I forget!

EDIT: I also really like the rain effect, but I've just noticed it carries over into the Rank Up screen with Mr Smile (at least on the Corel rollercoaster save point). Not the worst thing ever, but I don't reckon it would be too hard to change... would it? :S
I was wondering if you could make it rain in battles, too, or whether that was just in the flashback battle background (is it even raining then? Am I imagining? I don't know!) rather than an overlay.

EDIT 2: Barret and Yuffie is the perfect team for snatching baby chocobo treasure! There's absolutely zero remorse in this party! :L
 
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Hey Chief, I've been continuing on with (the latest) .exe Arrange and I'm on my way to Corel from Costa Del Sol now.

JENOVA Vector was a lot of fun. I used Aeristh and Barret with Cloud for the fight. Barret building attack+ stacks with Cannon Ball in front row, and Cover, Aeristh alternating between Quake and heals, and Cloud on (Haste/Potion/Attack) support duty. Kept the damage flowing steady with about 400-700 damage per turn, depending on how much we needed recovery. Had a couple of KOs but nothing overwhelming- constant pressure.
Her spawning attack didn't seem to work though... she started the battle with some recovery attack, but no other enemies appeared. There was no sign of anything spawning for the rest of the battle, either, even though I wasn't very speedy. Was this changed from previous versions?

The other thing I just noticed was a battle near the Corel Reactor (2 Bloatfloats and Bagnadrana in the middle, back) seems to have the enemy rows backwards from the way they appear- the two Bloatfloats are (Back Row) even though they seem to be in front. I just wanted to mention now before I forget!

EDIT: I also really like the rain effect, but I've just noticed it carries over into the Rank Up screen with Mr Smile (at least on the Corel rollercoaster save point). Not the worst thing ever, but I don't reckon it would be too hard to change... would it? :S
I was wondering if you could make it rain in battles, too, or whether that was just in the flashback battle background (is it even raining then? Am I imagining? I don't know!) rather than an overlay.

EDIT 2: Barret and Yuffie is the perfect team for snatching baby chocobo treasure! There's absolutely zero remorse in this party! :L
It's probably an AI problem with the Arrange trigger; the two mobs are supposed to spawn at the start of the battle rather than later on but I guess I missed something. I'll add a rain-cancel to the Rank Up screen too which should fix that problem. Only that Kalm Flashback battle has the rain in it, I don't think it can be transferred/switched on and off to the other battle backgrounds.
 
Sweet! I've kept saves so I can go back and fight her properly once it's changed.
I thought as much for the rain, but like I said - it looks cool! Atmospheric.
 
I've had an odd report from a few people where it seems that certain files are out of date despite being double-checked in the folders used by my patch generator to be 100% up-to-date. Given that I had some memory trouble recently that affected one of the other tools I use recently, I'm wondering if something similar isn't happening.

To anyone who has a save file just before the Corel Train sequence, could you boot it up with the latest NT patch and check that the field screen where Cid operates the levers to catch up to the train is loading correctly? Apparently, a new animation file used there couldn't be found for one user but when I checked the char.lgp + loaded it up myself it was all working correctly. It might just be a security thing affecting the installer, but I'd like to make sure that the new installer that's up is patching the game as intended.
 
Just tried to run through... but "Time wasting action" was indeed, too successful- I ran out just as the driver went down! >.<

Let's have another go...

EDIT: Got it! Wait, you said "to catch up to the other train"...
D'oh!
Well, I can confirm that BOTH train lever-operating scenes work OK on the latest patch (including .exe patch) on my copy, downloaded 13th September.
 
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Strange, but if that's the case then the cause must lie on the user's end. Not entirely sure why it would happen though; I would think that a security issue would stop the installer altogether rather than just certain files. Or maybe they're running the installer compressed in it's zip folder? I can only guess.
 
Hey Sega Chief,

I'm really enjoying your mod. Nice balance so far (just got the tiny bronco), morphing enemies feels so rewarding. I just have a small question regarding Ziegfried, I fought him once but couldnt morph him, so I reloaded, but now I cant spawn him again (No Mp Plus for me..), I nearly tried every forest. Shouldnt he replace the Yuffie event and as such more likely spawn in later forests?
 
He should do, but it works differently on the world map. The in-game timer supposedly has an effect on what fight you get which can make some encounters seem much rarer than they actually are if you're unlucky.
 
Is there a  guide on the ultimate weapons? Ive been looking for the 7777 needles for the conformer? I have beaten the pagoda and the mystery guy in the sparkly room
 
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The 7777 needles is won from the boss in the Purple Materia Cave. A lot of the other ones come from the Dark Cave sidequest.
 
I'm clearly missing something, but I don't know what. My characters are all in the mid 60s prepared to fight the last Jenova but they have only 3000 health with no materia equipped. I went into the fight and got demolished before I could cast anything. I looked up some videos of other people and they have well over 6000 health at the end of the game (though they don't show their levels). I'm sure you have done changes since they made their videos, but I still can't imagine that my health should be that low.
 
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