[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.
Yeah, but like I said the game has no way of telling if a game is beat or not. It can't scan save files, just load them.

EDIT: You may want to put the Fort Condor NPC in Cosmo Canyon as there's a battle right before you enter the cave. And random encounter disable at save points don't work. I'm still getting random encounters. And could you make the silver barrette sellable? I have four of them and would be nice to be able to sell the extras. I'm guessing the item ID used to belong to Red's starting weapon.
There should be an NPC in Cosmo Canyon to handle the battles; he even appears during the opening of the cave itself to alert players to him being there. Did he not appear?

Random Encounter disable should be working, I usually use it when running through scripts. Which save points have you tried to use it from? There's disable/enables in the field scripts that might have interfered.

Silver Barrette is part of a glitch that makes several items unsellable for some reason (it's a lesser known problem in the original). Reason I haven't sorted that out is the editor seems to have a problem setting the sellable flag for equipment, seems to revert when the affected weapon is deselected. I could try making a back-up, changing it, and then saving the kernel with the weapon still selected and seeing if that works.
 
There should be an NPC in Cosmo Canyon to handle the battles; he even appears during the opening of the cave itself to alert players to him being there. Did he not appear?

Random Encounter disable should be working, I usually use it when running through scripts. Which save points have you tried to use it from? There's disable/enables in the field scripts that might have interfered.

Silver Barrette is part of a glitch that makes several items unsellable for some reason (it's a lesser known problem in the original). Reason I haven't sorted that out is the editor seems to have a problem setting the sellable flag for equipment, seems to revert when the affected weapon is deselected. I could try making a back-up, changing it, and then saving the kernel with the weapon still selected and seeing if that works.
I didn't enter the cave. Maybe move him up the stairs by the weapon shop. I didn't want to risk getting locked into the cave. And the save points I tried where the one in Fort Condor, Junon and Cosmo Canyon. I'm using the 7H version if it makes a difference. And if you can't make it sellable could I suggest making the items like that one off? And maybe replacing the other instances of them with something else.
 
I didn't enter the cave. Maybe move him up the stairs by the weapon shop. I didn't want to risk getting locked into the cave. And the save points I tried where the one in Fort Condor, Junon and Cosmo Canyon. I'm using the 7H version if it makes a difference. And if you can't make it sellable could I suggest making the items like that one off? And maybe replacing the other instances of them with something else.
Oh, were the random encounters on the world map? I don't think it works there because I can't get into whatever script the world map runs on (it has to be refreshed on each screen if I remember right).

I think I put the NPC down at the bottom of the cave because the event makes you walk into the cave before handing back control, but I can see about moving him up to the surface instead.

I'll review Silver Barrette's position if I can't make it sellable.
 
Oh, were the random encounters on the world map? I don't think it works there because I can't get into whatever script the world map runs on (it has to be refreshed on each screen if I remember right).

I think I put the NPC down at the bottom of the cave because the event makes you walk into the cave before handing back control, but I can see about moving him up to the surface instead.

I'll review Silver Barrette's position if I can't make it sellable.
Yeah, it's the world map. In that case maybe simply make Enemy Away to reduce encounter rate to zero if you can to get around it.
 
Just want to say that I'm really enjoying this mod so far. It has made this playthrough much more challenging and strategic. I'm also really digging the changes to the script here and there

(Also, holy cow Jenova birth is sooo much harder haha)
 
might wanna change the model for the masamune which you can forge for the new mod i was pretty dissapointed that it had the same skin as the buster blade :P
 
might wanna change the model for the masamune which you can forge for the new mod i was pretty dissapointed that it had the same skin as the buster blade :P
I think it uses the default weapon for whoever equips it. And it might be that way intentionally due to every character having their own attack animations. I know in the PS version when messing with GS it worked that way.

EDIT: Did you remove Red getting a weapon at the end of Gi Cave?
 
Last edited:
I think it uses the default weapon for whoever equips it. And it might be that way intentionally due to every character having their own attack animations. I know in the PS version when messing with GS it worked that way.

EDIT: Did you remove Red getting a weapon at the end of Gi Cave?
Yeah, the Seraph Comb is now a triple AP weapon that's given when you go see Bugenhagen on Disc 3 (after completing the Forgotten City/Ancient Key business).
 
Yeah, the Seraph Comb is now a triple AP weapon that's given when you go see Bugenhagen on Disc 3 (after completing the Forgotten City/Ancient Key business).
In that case if you can't fix the sell issue of the silver barrette you could give it there and make it unique.
 
I think Silvers are sold in the cosmo shop.
They are, but no reason that it can't be removed, not like you need more then one of a weapon. And in Shinra Mansion the chest containing the platinum m-phone says silver m-phone when you open it. And I'm guessing the gimmick of that weapon is it's a really early eight slot weapon? Now to figure out what weapon I want to steal from Lambda.
 
Last edited:
This might be noobish, but where is Neo Bahamut?
Unless it was changed since the last time I played he should be where he always is at the Whirlwind Maze in the Northern Crater on the ground after the area Tifa makes her way into the party.
 
Are we ment to get two farmers fist and Maxim guns?
There was a mix-up and two ended up being placed of each. I think they replaced generic items though so nothing was lost.
 
I was wondering, cuz you get a set in the shinra building and then another set in the sunken plane
 
Unless it was changed since the last time I played he should be where he always is at the Whirlwind Maze in the Northern Crater on the ground after the area Tifa makes her way into the party.
I saw it literally right after i made this post. For some reason I remember it being in a slightly different place in Whirlwind Maze, and I walked right past it in my last playthrough.
 
There seems to be an issue when certain specific enemies are turned into Frogs due to some unknown cause. I'll set Headhunters to be immune to Frog as well.
 
Status
Not open for further replies.
Back
Top