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

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So a couple of weeks ago I was messing around with the tool Wall Market to edit some text for certain attacks, abilities, summons, limits, etc. and I ran into an Overflow error message when I tried saving and exiting out of the program. I saw an earlier post that you made a few months back saying that you were thinking of editing the text for the limits but that the kernel was already pretty fragile. Did that overflow message occur because I edited too much text, in relation to how much text was edited for this mod, or did I edit something that wasn't supposed to be changed?
 
sega chief

what is going be different with arrange mode on your mod
New events will trigger and a number of enemies will have a twist on their AI or attacks.

So a couple of weeks ago I was messing around with the tool Wall Market to edit some text for certain attacks, abilities, summons, limits, etc. and I ran into an Overflow error message when I tried saving and exiting out of the program. I saw an earlier post that you made a few months back saying that you were thinking of editing the text for the limits but that the kernel was already pretty fragile. Did that overflow message occur because I edited too much text, in relation to how much text was edited for this mod, or did I edit something that wasn't supposed to be changed?
It's tough to say; might be that it can't access the kernel2 or something to save the changes. Try adjusting the writing permissions for the tool. If you're editing an NT kernel then note that there's been trouble in the past for people trying to edit it; some kind of corruption or other issue. Might be to do with the visual basic installation.
 
Hello

I was playing through the mod and came across a small inconsitency. There's the pair in Wall Mart that is discussing owner's Trash heap. They mentioned Sector 7 Plate falling down, however in story that hasn't happened yet.
 
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Hello

I was playing through the mod and came across a small inconsitency. There's the pair in Wall Mart that is discussing owners Trash heap. They Mentioned Sector 7 Plate falling down, however in story that hasn't happened yet.
Maybe they're time-travellers D:

I'll change the dialogue.
 
There's been something about this game that goes all the way back to the original version that has been bugging be for awhile. When one your characters is attacked (normally by a magical attack, but can happen with physical attacks, as well), sometimes they will face one of your other characters as though that other member hit them, even though that is not the case. Is there a particular reason why this happens? Is it an issue with how attacks and targeting were coded?
 
There's been something about this game that goes all the way back to the original version that has been bugging be for awhile. When one your characters is attacked (normally by a magical attack, but can happen with physical attacks, as well), sometimes they will face one of your other characters as though that other member hit them, even though that is not the case. Is there a particular reason why this happens? Is it an issue with how attacks and targeting were coded?
Do you have a picture of this?
 
I don't have a picture, but I feel as though I didn't explain this properly, so I'll rephrase. There are times when an enemy attacks, and the character will face another character, do the animation for taking damage from the attack (or the dodge animation if the attack missed), and then go back to facing the enemy. So, if there is a fight with a team consisting of Cloud, Tifa and Barret battling Jenova Life, for example, there may be times where Jenova may attack Tifa with Blue Light. When that happens, sometimes Tifa will face one of the other characters, like Barret for example, do the "take damage" or "dodge" animation, and then face Jenova again. It's almost as if Tifa thinks that Barret was the one that attacked her, but in reality he didn't. It doesn't happen frequently, but it does happen enough for a lot of players to have seen it. This could happen with other enemies, as well.
 
If I had to guess, it'll be because a character targeted another with a command beforehand;  a spell or item, or Cover perhaps (although I don't think Cover can proc during that Jenova battle against those attacks). And the facing for who 'attacked' them last doesn't get updated until after the enemy's turn has processed.
 
Using Odin on the Battle Square right before the Dyne boss fight seems to break his script for some reason. He will attack and such but his "It's that all you got" moves will not trigger. He also seems to die a bit faster, I think. Pretty specific and not gamebreaking, but it seems to work everytime.
 
Using Odin on the Battle Square right before the Dyne boss fight seems to break his script for some reason. He will attack and such but his "It's that all you got" moves will not trigger. He also seems to die a bit faster, I think. Pretty specific and not gamebreaking, but it seems to work everytime.
IIRC, that is true for anything that damages him enough to bypass his first script trigger. I remember just hitting him for more than 1000HP every time and his other attacks just never happened, same for his death animation.
 
IIRC, that is true for anything that damages him enough to bypass his first script trigger. I remember just hitting him for more than 1000HP every time and his other attacks just never happened, same for his death animation.
I probably got some LV. Down on the roulette on previous attempts, so I wasn't hitting hard enough. As it started happening once I started using the summon to bypass the auto-barrier guys I thought that was the common factor.
 
I didn't know that Dyne was in battle square; it's been so long since I did the enemy lists for it. I'll likely swap him out for something else, but yeah like Len mentioned you can 'skip' phases in his counter-AI with enough burst damage.
 
I'm finally starting the mod today.

I'm a bit confused abount the innates, since they are being readjusted often, and I'm not sure if the Readme is up to date (I think Cloud innate is not even on the readme, actually, can't check now).

Would you mind quickly listing the current innates? Thanks!
 
These are the current innates.


Cloud
-) Gains +25 to strength or +25 to Magic when a command related to that damage type is used by either himself or a party member; this only unlocks after recruiting him again in Mideel.

Barret
-) When hit with physical damage, he will gain a stacking buff to either strength or defensive stats based on whether he is in the front row or back row respectively. Gaining a buff stack of one type will cancel all stacks gained for the other type.

Tifa
-) Once per battle, Tifa will auto-revive with 1HP when KO'd, retaining command input, limit gauge, statuses, etc. (this can work against her if she has Dual-Drain or Poison, however).

Aeris
-) When using Defend, Aeris will absorb Fire, Ice, Bolt, Earth, Water, Wind, and Holy elemental attacks; Poison, Gravity, and Hidden element attacks will still deal damage.

Red XIII
-) As a battle goes on, he will slowly gain Strength and Magic up to +50.

Yuffie
-) When hit by physical damage, she will gain an evasion buff; when hit by magical damage, she will gain a magic evasion buff. Like Barret, only one effect can be active at a given time.

Cait Sith
-) Will sporadically gain HP equal to his currently remaining MP.

Vincent
-) Slowly regens MP, which can go past his MaxMP

Cid
-) When attacked in the front row, Cid will gain Barrier (if he doesn't already have it) and MBarrier if he is in the back row.


By the by, I'm working on Disc 3 enemy HP at the moment; expect to see a significant reduction in their HP following the next patch.
 
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I experienced something interesting that maybe related to the mod. The game froze after the party fell in Corneo's trap door. Cloud never jumped. Had to restart the game.
 
The flevel hotfix patch fixes that problem, available from page 1 of this thread; I'll prob need to update the main installer with the fixes though, it's been happening to a lot of people.

And this is the updated scene hotfix patch for everybody; Disc 3 enemies + bosses take a big HP cut in this one, which should make fights a lot less tedious. The values haven't been fine-tuned yet, but should be a drastic improvement for now.
http://www.mediafire.com/file/r1194n6jvy5duwf/NT_Mod_HotFix_Scene_-_7th_November.zip
 
Morphin shoulda be a bit easier now. Ty. ò.ó

A question on the Innates. I'm right to assume Cloud and Red's bonuses count towards the 255 stat cap?
 
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