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

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Hey thanx for the reply a few days ago! Sorry being late on that. I am now experiencing my 1st issue with the game crashing. I am on the cargo ship and was about to fight Jenova for the 1st time and the MOMENT it goes to load the battle I get a "an unknown exception has occurred" error message pop up and the game crashes. I downloaded the mod very recently so it was after the dates shown on your fixes. The music was also still playing when the message came up. Any ideas? I really wanna play this game but can't get past that part.
 
Hey thanx for the reply a few days ago! Sorry being late on that. I am now experiencing my 1st issue with the game crashing. I am on the cargo ship and was about to fight Jenova for the 1st time and the MOMENT it goes to load the battle I get a "an unknown exception has occurred" error message pop up and the game crashes. I downloaded the mod very recently so it was after the dates shown on your fixes. The music was also still playing when the message came up. Any ideas? I really wanna play this game but can't get past that part.
Any chance you're running the 7th Heaven version?  I was getting that same issue and tracked the problem down to a mod conflict.  Disabling everything except for New Threat allowed me to progress past the fight.
 
No, not running 7th heaven. I got it to work though. Turns out it was my own fault. long explanation xD. Sorry to bug anyone about it. I am having one other issue though. I was excited to hear about the feature that has that random guy from condor show up whenever there's another battle so he can take you and also bring you back. But when I speak to him and tell him I'm ready, he just says to make sure I bring money and then nothing happens. If I walk to condor on my own and then leave after the battle, he offers to take me. When I say yes, nothing happens and then I cannot leave, I can only go back up into condor. Thoughts?
 
Hey Saga Chief / Everyone,

So recently, after spending the last year lurking on the New Type forum at Insane Difficulty, I finally bought the steam version with the sole purpose of playing this game. I had rather high expectations, having seen a lot of the development - if only from afar - and started the game that same night. I was hoping that I would find something that I could really dig my teeth into; something that would offer me a new and, hopefully, exciting replay of a classic.

I was not disappointed.

The game really does wonders for a battle system was a crap shot in the dark, that taught all of us that in dealing with your problems, you stabbed them. If movement persisted, stab them again. Status aliments were a terrible game of 'who's in my mouth', and generally were to be avoided - unless you knew exactly what you were doing. Finally, everyone's usefulness in the game was based on if any of their limits contained multiple attacking functions. In the end, you were left with a game that was entertaining to pick up, but monotonous, and rather unrewarding, to master.

This game, and the rank up system is fantastic. I'm a huge fan of turn based fighting systems, and New Type fills a place in my soul that's needed good company for a while now. It's wonderful seeing some of the certain aspects of the game that acted more as passing concepts in vanilla actually put in time and be worth something in this version - such as character role casting. And don't even get me started on the ability to skip story sequences, just thank fucking god. It's good shit, all of it...

But - and there always seems to be a but - there are a few issues that I've encountered. I'll openly admit, as a retired beta tester, I tend to have a rather critical eye when I look at games. There are a number of scenes where the syntax that is used isn't quite right. There are a few scenes were the dialog has become strange, which is caused due to a scene(s) that have be altered previous or after the aforementioned strange scene. I'm unsure if this is an issue that you're truly concerned with fixing, and I'd be rather surprised if a person was ever playing this game without playing the original, but I thought that it was worth mentioning.

Another issue, I encountered in a house in Kalm were I became sprite locked; it was left of the inn, in the house with an old man in a rocking chair. I entered the house, talked to the man, and immediately after I let his dog out of the closet, I got locked in place. This is the first time that I've played any version other than the PSX version, so it may be due to the it being the steam version and not the mod.

The problem with the Condor warping agent appears to have been brought to your attention. Not really a big issue, seeing as this is something that is readily remedy by the player.

There are some other things but, again, I'm not exactly sure if you're looking for critical analysis of New Type. And, if so, what information is really relevant to you. If you're actually interested, I'd wouldn't mind running through the game to provide you with in-depth notes. I reached out on Insane's New Type forum but, as it seems you're more active here, I thought that I'd post here as well.

Either way, I wanted to say kudos on a wicked game. Hope to see more of this soon.
 
No, not running 7th heaven. I got it to work though. Turns out it was my own fault. long explanation xD. Sorry to bug anyone about it. I am having one other issue though. I was excited to hear about the feature that has that random guy from condor show up whenever there's another battle so he can take you and also bring you back. But when I speak to him and tell him I'm ready, he just says to make sure I bring money and then nothing happens. If I walk to condor on my own and then leave after the battle, he offers to take me. When I say yes, nothing happens and then I cannot leave, I can only go back up into condor. Thoughts?
Might be you need the hotfix patches; they're available from the front page of the thread and are installed in the same way as the Main Installer. If these are applied though and the problem is still there, let me know.

Hey Saga Chief / Everyone,

So recently, after spending the last year lurking on the New Type forum at Insane Difficulty, I finally bought the steam version with the sole purpose of playing this game. I had rather high expectations, having seen a lot of the development - if only from afar - and started the game that same night. I was hoping that I would find something that I could really dig my teeth into; something that would offer me a new and, hopefully, exciting replay of a classic.

I was not disappointed.

The game really does wonders for a battle system was a crap shot in the dark, that taught all of us that in dealing with your problems, you stabbed them. If movement persisted, stab them again. Status aliments were a terrible game of 'who's in my mouth', and generally were to be avoided - unless you knew exactly what you were doing. Finally, everyone's usefulness in the game was based on if any of their limits contained multiple attacking functions. In the end, you were left with a game that was entertaining to pick up, but monotonous, and rather unrewarding, to master.

This game, and the rank up system is fantastic. I'm a huge fan of turn based fighting systems, and New Type fills a place in my soul that's needed good company for a while now. It's wonderful seeing some of the certain aspects of the game that acted more as passing concepts in vanilla actually put in time and be worth something in this version - such as character role casting. And don't even get me started on the ability to skip story sequences, just thank ferning god. It's good strawberries, all of it...

But - and there always seems to be a but - there are a few issues that I've encountered. I'll openly admit, as a retired beta tester, I tend to have a rather critical eye when I look at games. There are a number of scenes where the syntax that is used isn't quite right. There are a few scenes were the dialog has become strange, which is caused due to a scene(s) that have be altered previous or after the aforementioned strange scene. I'm unsure if this is an issue that you're truly concerned with fixing, and I'd be rather surprised if a person was ever playing this game without playing the original, but I thought that it was worth mentioning.

Another issue, I encountered in a house in Kalm were I became sprite locked; it was left of the inn, in the house with an old man in a rocking chair. I entered the house, talked to the man, and immediately after I let his dog out of the closet, I got locked in place. This is the first time that I've played any version other than the PSX version, so it may be due to the it being the steam version and not the mod.

The problem with the Condor warping agent appears to have been brought to your attention. Not really a big issue, seeing as this is something that is readily remedy by the player.

There are some other things but, again, I'm not exactly sure if you're looking for critical analysis of New Type. And, if so, what information is really relevant to you. If you're actually interested, I'd wouldn't mind running through the game to provide you with in-depth notes. I reached out on Insane's New Type forum but, as it seems you're more active here, I thought that I'd post here as well.

Either way, I wanted to say kudos on a wicked game. Hope to see more of this soon.
The thing about the dialogue is that the PC version was made slightly different to the PSX game, and they created as many new issues as they solved. I've also had a few players who either never finished the original FF7, were just playing it for the first time, or hadn't played it in years/only played it once and they mentioned that it was tough without a guide sometimes to figure out what was going on in the story, or where they were supposed to go next.

So I decided to have a stab at rewriting bits of it. I'm up to about Rocket Town in the current build, and I think I did the Highwind fields + some other loose ones because they appear at the top of the field list. The idea was to tweak a couple of scenes and make it more clear where you're going and what's happening. I also try to mention some of the important story details earlier in mandatory scenes, rather than leaving them in optional scenes like the default game does; for instance, Black Materia gets mentioned for the first time on the cargo ship instead of an optional encounter with Dio in Speed Square.

When it's all done, I'm going to redraft it for the final release and then see where we are. I am very interested in feedback on specific lines though; it's a very contentious thing to change so it needs to be made as strong as possible. I've just been occupied with the gameplay side of things to get the time I need to complete it.
 
SC, it's been awhile since I was at this point in the game, but when I just saw your post about feedback for the script changes, 1 bit suddenly came back to me for some reason:

Near the beginning of the game, right after falling off the bridge and getting Aeris, there's a bit in the slum before her house that really stood out to me as not good.  You can go into that giant pipe on the left side of town and talk to a guy with a tattoo, and Aeris' dialogue when you try and talk to him sounds REALLY bad.  I remember it really standing out, but I guess I forgot to mention it!

I know it was awhile ago that I was at that part, so apologies if you fixed it already!
 
I don't think the dialogue inside the pipe was changed at all; this is the scene text from the flevel:

{AERIS}
“This is the one…
   Won't you help him?”

{CLOUD}
“Listen{, }I'm no doctor.”

{AERIS}
“No{, }I guess not…”

{AERIS}
“Hey…that man has a tattoo.
   I think it's the number 2.”

I checked it against the dialogue from a PS1 copy of the game and it's almost identical, just a punctuation change here or there. I generally try to leave it alone if it's close to the original PS1 dialogue and it serves a function of some kind (in this case, alluding to the numbered Sephiroth followers in black capes who pop up later in the game).

Unless you meant this line, said just prior to going into the pipe itself:

{AERIS}
“This guy am sick.”

:3
 
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1st of all, let me say thank you again for the help I've been receiving here. I keep forgetting to reply when a fix is given and works. Installing the fixes on the 1st page helped my condor teleport issue and I appreciate the help! I am now AFTER that running into a new issue. On the later Condor battles, more specifically the one that matters(Huge Materia) About half way through the battle I get the error message I got before "An unknown exception has occurred." This is a story point and I can go no further without this being addressed. Any ideas?
 
1st of all, let me say thank you again for the help I've been receiving here. I keep forgetting to reply when a fix is given and works. Installing the fixes on the 1st page helped my condor teleport issue and I appreciate the help! I am now AFTER that running into a new issue. On the later Condor battles, more specifically the one that matters(Huge Materia) About half way through the battle I get the error message I got before "An unknown exception has occurred." This is a story point and I can go no further without this being addressed. Any ideas?
Is this during the minigame itself or fighting the CMD. Grand Horn in an actual battle?
 
It's during the mini game. I finally got past it, but after several different tries. I didn't do anything different, just kept going until it didn't occur. Not sure what caused it, but I apologize for wasting anyone's time with this. Also, Sega Chief, I can't send personal messages, but I needed to ask you something not in this forum. Is there a way I can reach you? My profile says I can't send personal messages. I'm sure you don't wanna hand out your email address, so if I could give you mine let me know. It DOES pertain to this mod, but it's something I'd rather ask you 1 on 1 if you don't mind. I also have a Skype if that would help. Thanx in advance!
 
Taking long to reply to everything as usual.

Promoting streams/YT stuff related to NT here isn't any problem at all; everybody wins as far as I'm concerned.
Oh good, would've felt bad.

There's three unplaced Plus Materia that can be used here; I was thinking of using at least one for Junon Leagues. Long Range is something I'm not 100% about including at all.
Placing those unplaced materias would be cool and I'm sure the bonuses wouldn't be too strong provided the % is knocked down pretty good. 25% to start for sure, may even need to be lower. Seeing that though, and knowing this mod for what it is, you could also add/change a materia into something new, a counter-part to Magic Plus: "Physical Plus" or something. A materia that raises physical attack power. Taking that further you could also do defense raising ones: "Spirit Plus" and "Vitality Plus". Could be neat if you have enough materia to edit, I don't think you can just straight create new materia, no? If not, you'd be hard pressed to get all that or any of it in really.

However, if there is one materia in which you COULD change and put into the mod if it hasn't already been changed, it's Long Range. I say this because I LOVE what this mod is aimed to be, so I say this as vigorously as I can. DO NOT put Long Range back into this mod. Long Range would change the dynamic of what this mod is supposed to be way too much in my opinion. A backrow Cid with M.Barrier would just be way too overpowered for example. I would change Long Range or keep it out altogether. For what my opinion is worth, not much.

Deathblow is quite powerful, and I was wondering about moving it further back into the game and placing Slash-All down for it instead (but not sure); otherwise, could keep Deathblow where it is and place Slash-All in Forgotten City instead? I was thinking of placing W-Magic, W-Summon, and W-Item down as the prizes for each Extra Battle match so there's a little more consistency; then I'd put Planet/Ultima down in the Crater and Double-Cut with the Kalm Traveler.
Deathblow could be moved back if you wanted, because people are right, you don't hit with it often enough early on to really make it useful enough to use consistently over regular attack. Either solution is fine I think. Either moving Added Cut back or Slash-All back. I would say moving Added Cut back and keeping Deathblow where it is would be the slightly better option however because you'd get a lot more "DPS" as it were out of Slash-All so early where more enemies are common instead of one big one. The counter argument is bosses get a little easier though, so either way... Either option works.

In regards to Planet being moved to the crater, I agree that would be good. I would also suggest moving Contain there as well. Shield could also be placed there if it isn't, I forget where it is normally. Putting them as drops from the bosses down there could work. Moving the W-Materias to the Extra Battles also sounds like the right idea to me. The only problem I have is with Double-Cut. As soon as it drops people will go to Master it understandably so where you place this is key. 4x-Cut becomes the go-to for damage and Magic cannot compete until Quad Magic at least, so Quad Magic maybe should come first? Or Double-Cut coming with a Strength penalty maybe? I think Double-Cut could be in the crater if it came with a Strength reduction of some numeration. But I do think Quad Magic should be obtained first, wherever it is. Something to think about.


Final thoughts for me right now is in regards to Passives. I like the idea of passives being something tangible and somewhat controllable. For example the way Barret's Passive works is perfect in my mind because you get control how it plays out. Back Row is something different from Front Row. My suggestion for Cloud's passive would be to use Barret's passive theme and change Barret's passive slightly. Make Cloud's passive offensive, so Front Row he gets attack stacks, Back Row, he gets Magic stacks. Then change Barret's to Front Row Vitality stacks, and Back Row Spirit stacks. Makes Barret fit his "theme" of being a defensive tank more fitting and gives Cloud users more control over how he plays.

Things like that, give the users an either/or and more control on passives wherever you can in my opinion.
 
So I was having trouble with the parachute into Midgar scene where Cloud was vanishing into a building and I could not progress. I got past it by disabling all of my mods and then re-enabling them at the entrance to the sewers. But now whenever I try to enter the Shinra building it freezes up. Specifically, I can get into the building but if I enter a random battle, after the first action it freezes, with no error report.

Using the stairs, I get to the 60th floor entrance after only three screens; and using the elevator it starts as if I'm back in the random number scene with the battles, but it then freezes as well. These give me error messages, but nothing is being written to the log.

I've tried disabling field models, battle models, textures, etc, but I still get the same errors. I don't know if there is anything worth getting here at this point, so if I can skip this section without missing out on anything good, I will.

Thanks for any help.
 
So I was having trouble with the parachute into Midgar scene where Cloud was vanishing into a building and I could not progress. I got past it by disabling all of my mods and then re-enabling them at the entrance to the sewers. But now whenever I try to enter the Shinra building it freezes up. Specifically, I can get into the building but if I enter a random battle, after the first action it freezes, with no error report.

Using the stairs, I get to the 60th floor entrance after only three screens; and using the elevator it starts as if I'm back in the random number scene with the battles, but it then freezes as well. These give me error messages, but nothing is being written to the log.

I've tried disabling field models, battle models, textures, etc, but I still get the same errors. I don't know if there is anything worth getting here at this point, so if I can skip this section without missing out on anything good, I will.

Thanks for any help.
Sounds like variables have been mucked up, maybe even Game Moment. There's not much in Shinra HQ now; the HP Shout was removed and I think anything else isn't missable/can be obtained later. Would it be possible to get a copy of your save file so I can have a look at it? For Steam it should be in C:\Users\(user name)\Documents\Square Enix\FINAL FANTASY VII Steam\user_## (or just the save folder if it's the 7H/1998 version).
 
Afraid not, it's the 'save##.ff7' files I need. They relate to each of the 10 Save Folders available in game.
 
im all for putting added cut as soon as possible. preferably in midgar. in place of the 2nd sense materia
 
Alright, I'll see if I can find it. Tried looking in my 7th Heaven folder but didn't see anything about saves. I'll have a go at it tomorrow after work.
 
I've encountered a minor bug when ranking up at the save point in Holzoff's cabin. After leaving the rank up screen, Cloud lays on the ground unconscious for a few seconds before waking up, same as when you pass out in the snow at the Great Glacier.
 
im all for putting added cut as soon as possible. preferably in midgar. in place of the 2nd sense materia
Seems like a good place for it.

I've encountered a minor bug when ranking up at the save point in Holzoff's cabin. After leaving the rank up screen, Cloud lays on the ground unconscious for a few seconds before waking up, same as when you pass out in the snow at the Great Glacier.
That's an old one, I basically left it because it doesn't soft-lock the game but I'll have a shot at fixing it now.

Also, this one slipped the net but thanks to L.T for the donation last month.
 
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