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

  • Thread starter Thread starter Sega Chief
  • Start date Start date
Status
Not open for further replies.
just started this great mod but having trouble with cloud not appearing in the sewers.
I read that running the patches fixes this issue but my problem is that the patches wont run on my computer clicking on either does nothing, I have tried disabling antivirus and running as administrator also redownloaded the patches and nothing has worked. Any help work be appreciated cheers.

Nevermind i fixed this, im using windows 10 going onto the applications properties and ticking unblock this file allowed me to run it.
 
Last edited:
just started this great mod but having trouble with cloud not appearing in the sewers.
I read that running the patches fixes this issue but my problem is that the patches wont run on my computer clicking on either does nothing, I have tried disabling antivirus and running as administrator also redownloaded the patches and nothing has worked. Any help work be appreciated cheers.

Nevermind i fixed this, im using windows 10 going onto the applications properties and ticking unblock this file allowed me to run it.
I having this same issue! Can you be more specific on how you fixed this?
 
Will there be a new 7H IRO soon?
Yeah, I'm updating everything in the one go. Going to try and upload these tonight.

I having this same issue! Can you be more specific on how you fixed this?
Installers, particularly the hotfix patches, can sometimes be flagged by the computer as being unsafe due to them being relatively new. To mark them as safe, right-click the patch's .EXE and go to Properties. Then click the Unblock button if this is visible, and maybe run as admin + set compatibility mode for Windows 7 if running this on Win10.
 
I having this same issue! Can you be more specific on how you fixed this?
yer of course. All i had to do was right click on the patch then click properties and in the window that pops up i recieved a message saying windows 10 may be blocking this file as it has come from another computer. theres a small tick box to unblock the file.

hope this works for you
 
Well, it was fun while it lasted. *sad face* It crashed when I was saving in the city of the ancients and now all my saves are gone.
 
I could send you one of mine? If you place it in the save folder while the launcher is open, then make a save on it in-game, it should persist.
 
I wouldn't say no, that sounds great :D Do you think it's because I was running Arrange mode on a patch where there isn't one? Might have just been a weird random crash on my end though.

Either way, I'd be appreciative of it. I just found the Lunar Harp and entered the City of the Ancients if that's any help to you.
 
Okay, let me check my files to see if there's anything close to there.

Edit: http://www.mediafire.com/file/r6odbpxdnux5znn/save.zip

To use this, first uncompress this folder's contents and then start FF7's Launcher; place the folder's contents into the following location while the Launcher is still open:
C:\Users\[Your User Name]\Documents\Square Enix\FINAL FANTASY VII Steam\user_#####

Then click Play and load the save file. Save the game again, and this should make the save file 'permanent'. If you try to add the save file into the folder BEFORE running the FF7 Launcher then it will delete the save file instead, as it won't pass verification. Silly system, but there it is.
 
Last edited:
The messages that pop up when opening the chests in the Crashed Gelnika don't match with the rewards you get (ie the weapons - avoiding names in case people don't want to know what's down there and since there are only a few treasure chests:)

BTW I assume the new patch files will post to the main page of this thread?  I saw a couple references to new builds going up but haven't seen anything.
 
@Sega: Amazing! Thank you so much. :) I got it working. Everything looks pretty much close to what I had before, so that's great. Just need to grind some Limits back to what I had :P

I have a Protect Ring now 0.0 It's really good. I must have missed that somewhere.
 
The messages that pop up when opening the chests in the Crashed Gelnika don't match with the rewards you get (ie the weapons - avoiding names in case people don't want to know what's down there and since there are only a few treasure chests:)

BTW I assume the new patch files will post to the main page of this thread?  I saw a couple references to new builds going up but haven't seen anything.
Yeah, I'd hold off on the patches at the moment. An update was due a couple days ago but I had a few extra things to tweak.
 
So I'm trying to start the Dark Cave Quest but am unable to find Dio at his Museum.
 
So I'm trying to start the Dark Cave Quest but am unable to find Dio at his Museum.
Make sure that you've applied the latest flevel + scene hotfix patches and that you've been to the bottom of North Cave at least once.
 
Make sure that you've applied the latest flevel + scene hotfix patches and that you've been to the bottom of North Cave at least once.
Copy haven't been down the northern cave yet, does this also need to happen in order to get Arieth's lvl 4 limit break? Additionally I downloaded the IRO version 8 days ago.
 
A lot of the disc 3 stuff is unlocked by going to the bottom of the north crater.
 
Something you and other people here may find exciting is that I am currently working on my new dll, which allows for memory changes externally using text files (like the hextlauncher uses), - and injection of dlls, but also the ability to set multiple mods by just changing one line in a file called options.ini.  For example, when this file has its main option set as "Mod=Reunion" - it will look for all major files (those that get modded by people) in folder root\mods\Reunion.

If set as "mod=NONE"  then the game would again use the default paths and files.

So you can have any number of mods and configurations set up and my dll will do the rest, automatically loaded with the game.  I've just done a test and it seems to work well.  Potentially this means the end to having to keep installing and uninstalling mods.

It would mean that you had to ship my file with your mod and just copy the needed files into the folder "mods\NTHREAT" or something, but I think this could be a very cool advancement in modding here at Qhimm.
 
Last edited:
Hextlauncher was pretty good when I used it, so I'd be up for trying that out.
 
Something you and other people here may find exciting is that I am currently working on my new dll, which allows for memory changes externally using text files (like the hextlauncher uses), - and injection of dlls, but also the ability to set multiple mods by just changing one line in a file called options.ini.  For example, when this file has its main option set as "Mod=Reunion" - it will look for all major files (those that get modded by people) in folder root\mods\Reunion.

If set as "mod=NONE"  then the game would again use the default paths and files.

So you can have any number of mods and configurations set up and my dll will do the rest, automatically loaded with the game.  I've just done a test and it seems to work well.  Potentially this means the end to having to keep installing and uninstalling mods.

It would mean that you had to ship my file with your mod and just copy the needed files into the folder "mods\NTHREAT" or something, but I think this could be a very cool advancement in modding here at Qhimm.
I don't understand where this is different from 7H? Does it by pass the files as Aali's driver does it or will the files be patched at run time as 7H does it?
 
Status
Not open for further replies.
Back
Top