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

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Is the flevel patch applied? There was a renovation for that event a while ago. If the patch is applied and it isn't working, then I'll get it sorted out.
 
I could be misunderstanding, but I installed this 2 days ago, and all i did was run the main installer. I never applied a patch manually, and now if i run the flevel patch, it says there's nothing to update, which is the same outcome from running the main installer again. I apologize if I'm a bit illiterate in this kind of thing, but I REALLY hope to get the help I need to make this work.
 
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Also only have 3 boss battles at arena, so where do I get heavens cloud, ribbons etc?
 
I even applied the flevel patch as well, still nothing on the kalm
Then it seems that I'll need to

Also, was the bone village sidequest taken out? It's not there for me.
Bone village sidequest? You mean digging for items? That wasn't touched, so it should still be there. Unless you mean the Dark Cave sidequest that's nearby; that's been deactivated for an overhaul.

If the Kalm Traveler isn't accepting items then I guess it means that fix wasn't in the flevel patch that was uploaded; I'm long overdue to make a new set of patches, so expect to see them up by tonight with numerous fixes.

I could be misunderstanding, but I installed this 2 days ago, and all i did was run the main installer. I never applied a patch manually, and now if i run the flevel patch, it says there's nothing to update, which is the same outcome from running the main installer again. I apologize if I'm a bit illiterate in this kind of thing, but I REALLY hope to get the help I need to make this work.
That sounds unusual, as the current Main Installer flevel should be different from the flevel hotfix patch one. I'm about to make a new flevel patch anyway, so if this new one that's going up can't be installed either then I'll organise a more direct fix for your game.

Also only have 3 boss battles at arena, so where do I get heavens cloud, ribbons etc?
These weapons are now morphed from the North Crater enemies like Iron Giant, King Behemoth, etc. One of the weapons is stolen, the other is morphed; word of warning though, you might want to use a Sneak glove to have a better chance at getting the steal weapon as the level difference makes it tough to get. The Morph can also be tricky due to the high enemy HP; I've got a plan to implement that'll make this easier to do though.
 
Morph was in Aeris' garden, by her house where Cover used to be. You can still get it if you dig up the Sector 5 key from Bone Village, then access Midgar from the ground.
 
Putting the flevel patch together for tonight. I've been fixing things over the last few weeks but not keeping a note on it;

-) Prior to Junon Raid, player can equip Barret, Cait Sith, and Yuffie altogether so they don't need to do it later.
-) Added proper Save Point + Shop option (instead of Rank Up for this specific save point only) to Junon Raid when Yuffie joins.
-) Fixed the Rocket Town cutscene skip options (options had opposite intended effects)
-) Lost & Found NPC on Highwind updated with correct battle (to activate Cloud's Innate) + key items
-) Various typos fixed in scenes
-) Adjusted volume on sound effects on Mako Cannon scene
-) Fort Condor Teleport NPC's money check script (finally) fixed
-) Ziegfried encounter on field screen
-) Game no longer softlocks when visiting Priscilla with Tifa or Cid as party leader on Disc 3
-) Requirement to start Kalm Traveler sidequest returned to original
-) Various text alignments using max-length names to avoid text-box problems with long custom names (likely more to be made, but all reported instances should be fixed now)
-)  The scorpion has finally been eradicated from the church, for real this time
-) Micro Engine drop added to Love Buster; is also available from Lost & Found NPC on Highwind if enemy was already killed
-) Gold Chocobo script enabled
-) Unequip party member options removed from late-game to prevent loss of Materia
-) Changed the Fort Condor 'all battles won' prize to something worthwhile
-) Item checks for crafting Ultimate Weapons scoured and should be working now

That's what I've done today anyway + could remember from before. If I've missed anything/not mentioned it, then let me know so I can check if it was fixed or not. The patch will be generated and uploaded a few hours from now to give people some time to report unmentioned bugs/make quick suggestions. I'll be trialing some early access to Materia like Added Cut and Slash-All to see if a hybrid build can be utilised earlier in the game; I've an idea for how it could work.

Plan for the scene.bin/enemy patch
-) Implement Morph plan for North Crater enemies (if this fails, I'll re-work it so that one weapon is a drop and the other is a steal).
-) SP Gained text removed from all Midgar enemies (done)
-) Hojo overhaul (in progress)
-) Various boss overhauls/tweaks based on playthrough; Lambda Calcule, Gi Kattan, and COMMANDO squad affected (done)
-) Adjust enemy strength of Junon League Bracket #1 so it can be challenged properly on Disc 1 after getting the buggy (rewards will be adjusted accordingly, with something from each enemy as well).
-) Adjust SP script for all enemies above Lv.44 so that they can work with the Level Synch
-) Corel Train adjustment
-) SOLDIER & COMMANDO enemies had their AI and attacks overhauled so they have some consistency/more attack options
-) Wrong attack issue on Hungry enemy
-) Final Battle (alt) tuned for a solo character, rather than 2 like it was originally.

This might be a couple of days, the 2nd and 3rd Hojo scripts are being rewritten from the ground up. Again, if I haven't mentioned something then let me know.
 
Putting the flevel patch together for tonight. I've been fixing things over the last few weeks but not keeping a note on it;

-) Prior to Junon Raid, player can equip Barret, Cait Sith, and Yuffie altogether so they don't need to do it later.
-) Added proper Save Point + Shop option (instead of Rank Up for this specific save point only) to Junon Raid when Yuffie joins.
-) Fixed the Rocket Town cutscene skip options (options had opposite intended effects)
-) Lost & Found NPC on Highwind updated with correct battle (to activate Cloud's Innate) + key items
-) Various typos fixed in scenes
-) Adjusted volume on sound effects on Mako Cannon scene
-) Fort Condor Teleport NPC's money check script (finally) fixed
-) Ziegfried encounter on field screen
-) Game no longer softlocks when visiting Priscilla with Tifa or Cid as party leader on Disc 3
-) Requirement to start Kalm Traveler sidequest returned to original
-) Various text alignments using max-length names to avoid text-box problems with long custom names (likely more to be made, but all reported instances should be fixed now)
-)  The scorpion has finally been eradicated from the church, for real this time
-) Micro Engine drop added to Love Buster; is also available from Lost & Found NPC on Highwind if enemy was already killed
-) Gold Chocobo script enabled
-) Unequip party member options removed from late-game to prevent loss of Materia
-) Changed the Fort Condor 'all battles won' prize to something worthwhile
-) Item checks for crafting Ultimate Weapons scoured and should be working now

That's what I've done today anyway + could remember from before. If I've missed anything/not mentioned it, then let me know so I can check if it was fixed or not. The patch will be generated and uploaded a few hours from now to give people some time to report unmentioned bugs/make quick suggestions. I'll be trialing some early access to Materia like Added Cut and Slash-All to see if a hybrid build can be utilised earlier in the game; I've an idea for how it could work.

Plan for the scene.bin/enemy patch
-) Implement Morph plan for North Crater enemies (if this fails, I'll re-work it so that one weapon is a drop and the other is a steal).
-) SP Gained text removed from all Midgar enemies (done)
-) Hojo overhaul (in progress)
-) Various boss overhauls/tweaks based on playthrough; Lambda Calcule, Gi Kattan, and COMMANDO squad affected (done)
-) Adjust enemy strength of Junon League Bracket #1 so it can be challenged properly on Disc 1 after getting the buggy (rewards will be adjusted accordingly, with something from each enemy as well).
-) Adjust SP script for all enemies above Lv.44 so that they can work with the Level Synch
-) Corel Train adjustment
-) SOLDIER & COMMANDO enemies had their AI and attacks overhauled so they have some consistency/more attack options
-) Wrong attack issue on Hungry enemy
-) Final Battle (alt) tuned for a solo character, rather than 2 like it was originally.

This might be a couple of days, the 2nd and 3rd Hojo scripts are being rewritten from the ground up. Again, if I haven't mentioned something then let me know.
Nice work, SC! The dedication to this project is awesome as always.
 
SC, are you still doing the steal formula changes to make endgame steals more realistic?  I didn't see anything in the flevel bit about that

Sorry if I'm jumping the gun and that's for the scene patch!
 
Seriously one of the hardest workers I've seen. Response time and coverage and everything, I'm actually a technician for Apple and the support I get from my own company is not this efficient, they need to take some notes.
 
Also earlier I commented on the bone village side quest, I was talking about the sleeping forest sidequest where you climb up the vine
 
Seriously one of the hardest workers I've seen. Response time and coverage and everything, I'm actually a technician for Apple and the support I get from my own company is not this efficient, they need to take some notes.
You say that, but it's been about two months since I last made a patch for the mod ^^'

Also earlier I commented on the bone village side quest, I was talking about the sleeping forest sidequest where you climb up the vine
Ah right, that's temporarily down for an overhaul. It was available in 1.35 but I wasn't happy with it. On that note, I finished the new battle model for that sidequest. Should be a fight to remember :3
 
Oooohhhh, when can we expect it to be back up? I actually really enjoyed it in 1.35
 
Is a majority of this project just you doing the work? If so, time constraints shouldn't even be relavant, I've put 1500+ hours into speed running this game and have multiple ff7 tattoos, and this mod alone has rekindled the fire and passion for this game that I used to have. This mod is truly a blessing, so keep on doing what you do, that's all we ask. :)
 
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