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

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7H requires modified files in packs and so on?  This way means you can move between mods much more easily and have full control over any changes and tweaks at the same time from various folders.  The exe paths are modified at runtime - and without a launcher.
 
The packs are only for performance. It can read folders by default, but this can (highly) increase the start up time of the game depending of how complex the mod is. I prefer the use of the folders to test files, because I do not overwrite anything and doesn't need to care about conflicting files so much and I can easily swap back if I don't like the result. If I like the result I pack and compress the files to an iro mod and speed up the loading time. On top, I'm able to let the user select what he wants to use with a preview image (but even a preview of music is possible) and I can inject files if a certain condition is full filed. The dynamic weapon mod I made for Cloud is a good example of how powerful 7H is. It's also possible to give Tifa the chosen weapon on both hands. There are tons of things possible, because of case sensitive files.

It simply would be great if we could merge all tools together to increase the functionality of 7th Heaven. This doesn't mean 7H is the ultimate tool we need to serve, but it would be easier for the user to use only one tool to mod FF7. Even the use of the gamesconverter seems to be a burden for many. It's also better to have one tool because of the rare man power we have here on Qhimm and I don't like to see work done twice and in the end one is the winner and one has done all his work for nothing. I'm confident that you will create great tool as you always do, but it couldn't hurt to take a look at 7H source code and see if you could improve it.

One last thing and which may makes your way more interesting for Steam user. 7H currently doesn't work with the re-release. And if you can bring the upscaled backgrounds to work with it (it is possible I did it with uMod but it needs a better way to get the hash codes) this may beat 7H entirely.

Whatever you do, 7H can be set to work with any moding tool (more or less it can change non FF7 related files). This was something I ask Iros for to be prepared for future mods.

Sorry Sega for this off topic discussion. But more isn't too say here from my side. It's Dan's decision, if it is good or even better (:-D) to do so, not my. I only want to point out a few things.
 
I'm currently fighting "thousand gunner" and boy I'm having a hard time. I though maybe I was underleveled and needed to grind a little bit so I check a random gameplay from youtube too see their character's levels and I was really suprised when I noticed the game is "different" from mine like:

1. I can't use Red XIII limit (can't reach) but in the video they could
2. Materias affect different the stats of my characters
3. Overall I'm weaker than what I see in the videos

I took care that both the video and my game had the same version i.e. 1.4, so I don't understand what's going on. Maybe another mod is interfering? Maybe there is a minor update that changed this things? I dunno, maybe I'm just a noob, but if someone could tell me why this differences exist I'll be glad.

Thanks.
 
I'm currently fighting "thousand gunner" and boy I'm having a hard time. I though maybe I was underleveled and needed to grind a little bit so I check a random gameplay from youtube too see their character's levels and I was really suprised when I noticed the game is "different" from mine like:

1. I can't use Red XIII limit (can't reach) but in the video they could
2. Materias affect different the stats of my characters
3. Overall I'm weaker than what I see in the videos

I took care that both the video and my game had the same version i.e. 1.4, so I don't understand what's going on. Maybe another mod is interfering? Maybe there is a minor update that changed this things? I dunno, maybe I'm just a noob, but if someone could tell me why this differences exist I'll be glad.

Thanks.
Sounds like the custom .exe is to blame. NT had an optional .EXE component that enabled long range enemy attacks and adjusted character Limits (albeit poorly). You'll need to get back to using a normal FF7.exe if possible. Are you using 7H or just running the game normally?
 
I have the Steam version, and then I followed the 7H tutorial. I'm using several mods with 7H but yours is the only one afecting the gameplay I reckon. So, my "version" is the good one or it's the other one? I mean, I wanted to play it the way you (the creator) intended, so if I just need to git gud I I will.

PS: I'm using ff7_mo.exe because I installed the "the reunion" mod to improve the menu. could that be the problem?

PSS: An example: all materia gives me: Str -4, Mag -4, Dex -10, MP -5% ; in the video I saw
it gices Dex -2
 
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That's the issue right there, the mo.exe has been set up to include those old NT exe changes whenever NT is one of the active mods.
 
I might have overlooked the .exe in the GC for awhile now, so I'll see if I can fix it this weekend.

Schrodinger, can I send you an updated .exe for you to test?
 
Sure you can EQ, just send me a pm with the details. So, I was playing a harder game that it was supposed to be, good to know! I started to feel stupid xD

One solution could be to use the regular .exe uncheck the menu overhaul in "the reunion" mod, I just did that and I could beat the boss no problem. But I don't want to lose any materia, item, etc. or be held back in any way because of my mistake, should I start a new game from the beginning with the proper exe?

Another possibility is that Alyza fix the mo_exe to be "compatible" with nt, right? Then I could play with the menu overhaul?

Thx for your replies!
 
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The Mod is great Sega Chief :) Progress is going smoothly.

Though I think I've hit a brick wall with regards to trying to breed myself a gold chocobo. All I get are blue chocobos no matter what I do, I've tried walking in and out of the farm, feeding greens, battles, continuing the story. Blue chocobos are my life now.
 
I wouldn't bother breeding a gold chocobo yourself unless you want it for racing, as always Sega Chief has added a shortcut for the more tedious parts of the game.

Simply morph a pirate ship/ghost ship in the underwater reactor for the guide book and trade it to the Kalm traveler for a free gold chocobo.

Good luck with the materia caves  :D
 
The Mod is great Sega Chief :) Progress is going smoothly.

Though I think I've hit a brick wall with regards to trying to breed myself a gold chocobo. All I get are blue chocobos no matter what I do, I've tried walking in and out of the farm, feeding greens, battles, continuing the story. Blue chocobos are my life now.
Another thing you can try is talking to the chocobos in a different order. There's actually an issue of some sort with a later step (maybe getting Black or Gold) where talking to one parent first will prevent the desired colour from being produced or something. You could try catching two more random dudes (of any quality, the ones around the ranch area for instance) and breeding those with some worthless nut beforehand. If all else fails, Coca Cola Man's suggestion of morphing for a Guidebook will net you a Gold Chocobo as well though to get it race-worthy you should catch a Wonderful and breed that with the Gold to make a fast one.
 
You guys are blowing my mind right now!!

I just finished the Underwater Reactor bit, so I can go back and do that right now. You're a clever cookie Sega Chief.

I probably DO want to race it, so I'll breed it with a Wonderful chocobo. I have no idea what's waiting for me in the Materia Caves but I have a feeling I'm not ready. :P I'm gonna try though.

Thanks Coca Cola man too :)

EDIT: Okay, got me a Wonderful Gold Chocobo and got the prizes for winning the S Rank races. I feel at peace. I tried to get Quadra Magic and got my ass kicked. MAYBBE not yet.
 
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Sorry if this was answered before, there's almost 200 pages to dig through. I Have the 1.4 version from the OP + both patches but when I defeated Tseng I didn't get any pulse ammo and there's no lost and found NPC outside the chocobo room on the highwind. Was this item moved?

EDIT: After making this post I got anxious about the patches and ran them again. After checking the flevel patch I then go in game and a new NPC is wondering around, problem solved.
 
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Add a multiplayer part to your mod ^^
This requires alot of Hardcoded modification + Additional Networking. Always thought about that. An Asynchronic Server would be np. But connecting each to game in real time. No fcking Idea :D
 
I am at north crater and the sense materia just craps out. Any way to increase its probability to work? I do not know which stat covers that.
 
I am at north crater and the sense materia just craps out. Any way to increase its probability to work? I do not know which stat covers that.
I read in the tutorial hall it only works on monsters with <30k HP. So it wont ever work down there, makes for a very painful morphing process. I'd suggest getting intimate with a calculator unless someone can suggest an easier way.
 
You can increase to 65535 by editing exe. But that's all. It can't be made higher without a lot of messing with code.
 
Now unless I've forgotten something (,_,) the new files should be ready for upload. In the imminent patches, we've got:

-) Cid's LV.4 Limit Sidequest re-done
-) Tifa's Lv.4 Limit sidequest re-done
-) Junon Leagues reinstated (3 opponents, 6 fights per bracket, 2 brackets currently)

-) Enemy item lists revised & a spreadsheet made by SirBlackMage lists every enemy's drops, morphs, steals, etc.
-) Numerous bug fixes
-) Vincent's Ultimate Weapon has been set up as Ignore Defence with a high crit%, dropped the Yoshiyuki effect from it
-) Revisions to Dark Cave bosses, particularly Amalgam
-) You can now reach the round guy

Following this patch, Arrange Mode and optional Aeris is going to be the next objective. Cloud's Lv.4 Limit event is also being worked on to reinstate the original flashback to work alongside Junon Leagues; at the moment, only the Midgal portion of it plays while I work out the scripts. The battle now has Game Over disabled and will warp the player back to the Shinra Basement if they need to back out of it.
 
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