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

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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.
I don't think your mod likes having things transformed. It's gained enough sentience to know that, and so it is fighting you.
 
Question.

E7to1lC.png

What?!?!
 
Hello everyone.

It's been a while since the last time I played through this excellent mod ( 1.3 if I remember well ). I was about to start a new game and I was wondering how is the mod nowadays handling bugs, since the last time some of them pissed my off a little.
 
Geebus, so I -finally- did the Coral Reactor Big Materia part. Good god that part is hell. It wasn't until I realized Aerith with Mp Turbo hooked up to Earth hit the red giant like a friggen nuke that I realized what my strategy was. Even then I had to do it twice cause Cid couldn't help but do a victory pose after beating the last guy causing the train to crash. That fight was ridiculous, and really had me thinking.
 
i´m using the 7th heaven and playing the NT mod but even tho it says its on the version 1.4 i believe it is not he most updated version. for example the materias i have reduce my vitality and magic defense a lot also summons reduce mp wich should not happen?
is the catalog outdated or what? :s
 
The Catalog is only 1 update behind. I'll update it now with the most recent IRO.
 
I stumbled upon the Junon Leagues en route to the Underwater Reactor, and it's been interesting. I'm doing the Fighter's League right now, and the Gun enemy keeps trying to cast Turk Guard on me, and it always misses. It sounds like a buff rather than an attack, so I'm wondering if this is intentional. Also, her defeat quote is:

Tseng "I got...careless..."

EDIT: On a different note, is there an item that inflicts Small?

EDIT: Hahahaha, just fought Blackjack with Elemental Attack + Gravity from fighting Smoke, plus 5 mastered Counter Attacks. Now that was an experience (eventually won with dirty bomb + hasting him, moving to back row, and getting 4 meteorains from his Pontoons attack)!

EDIT: When I talk to the League booker and select Cancel, it says "That bracket ain't available yet." and forces me to select one of the first three options.

EDIT: I was exploring Junon and went all the way to the end of the upper level (where the Cargo Ship was in Disk 1). At the very end of the dock, I found a second Comet materia. This wasn't mentioned in the documentation, and I honestly don't remember visiting that screen in the base game. Was that always there?
 
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any tips for the boss in sector 7 where you normally battle reno on the platform (in the dark cave). The fight where i have Red and Vincent aswell in the fight - after a while the monster just does the whirlwind like in the beginning of the ruby weapon fight twice in a row and a get a game over :/
 
The Catalog is only 1 update behind. I'll update it now with the most recent IRO.
I think there's an EXE edit being applied that shouldn't be in there; is it possible to remove it?

I stumbled upon the Junon Leagues en route to the Underwater Reactor, and it's been interesting. I'm doing the Fighter's League right now, and the Gun enemy keeps trying to cast Turk Guard on me, and it always misses. It sounds like a buff rather than an attack, so I'm wondering if this is intentional. Also, her defeat quote is:

Tseng "I got...careless..."

EDIT: On a different note, is there an item that inflicts Small?

EDIT: Hahahaha, just fought Blackjack with Elemental Attack + Gravity from fighting Smoke, plus 5 mastered Counter Attacks. Now that was an experience (eventually won with dirty bomb + hasting him, moving to back row, and getting 4 meteorains from his Pontoons attack)!

EDIT: When I talk to the League booker and select Cancel, it says "That bracket ain't available yet." and forces me to select one of the first three options.

EDIT: I was exploring Junon and went all the way to the end of the upper level (where the Cargo Ship was in Disk 1). At the very end of the dock, I found a second Comet materia. This wasn't mentioned in the documentation, and I honestly don't remember visiting that screen in the base game. Was that always there?
Looks like it's me that's been careless. Tseng's AI was used as a template, but I remember making a mistake with the Main AI and restarting; must've forgot to remove the other stuff the second time. Turk Guard is something Tseng uses on the enemies he appears with, so because they're not there the target AI doesn't know who to cast it on. I'm a bit nonplussed though because I fought the enemy at the time for testing and didn't see Turk Guard, etc. I did roll back the scene.bin at one stage though due to being worried about corrupted formation AI so maybe it snuck through that way.

The Shrivel item should inflict Small; you can get it from Gongaga's shops.

The menu for the League was shrunk and it bases script execution on which line was selected; Cancel is probably occupying what used to be a locked bracket, so I'll adjust the numbers used.

That 2nd Comet is in the event that the player doesn't catch the Corel Train at all and potentially loses Comet forever (this was also possible to do with Ultima in the default game; if you fail to catch up to the enemy train in the first place then you can't buy Ultima from the boy nor does he give it to you). I don't want anything to be missable.

any tips for the boss in sector 7 where you normally battle reno on the platform (in the dark cave). The fight where i have Red and Vincent aswell in the fight - after a while the monster just does the whirlwind like in the beginning of the ruby weapon fight twice in a row and a get a game over :/
You need to watch the types of attacks being used. When hit with a physical attack, the boss will become immune to it but lose Magic immunity (and vise versa). Red and Vincent make this more complicated because they will be attacking autonomously to your group and swapping the boss' immunity. It's also like the purple materia cave fight where the boss will 'enrage' if it grows too large and wipe the party.

It takes double damage from Earth and Holy, but nulls Gravity, halves Wind, and absorbs Hidden. Defensively it's quite weak (95 for both Defence and MDef) but has 279,999 HP so multi-hit attacks are the way to go. Comet2 and 4x-Cut should quickly wear it down, but don't use W-Magic as it counts as two separate casts with his AI updating between them (so the second cast won't inflict damage, unless you use that 2nd cast for healing or something).

You also want to try and use MBarrier to cut down on the drained healing he'll get from Vac-Drain, and Confusion protection is the only status you need to worry about.
 
I visited Cosmo Canyon in Disk 3 and got the Seraph Comb after the cutscene, but I don't have the Gi Cave Key in my inventory, nor can I open the door, even with Red XIII in my party.

EDIT: Heh, the post-Highwind Battle Arena fights don't pull their punches. Thank goodness for Remove and sleep/poison/silence!
 
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I think there's an EXE edit being applied that shouldn't be in there; is it possible to remove it?
The only EXE edits that could be happening is if they use Menu Overhaul and/or Beacause. Both use a different EXE (ff7_mo.exe and ff7_bc.exe). In the next Catalog update, I have changed these edits to hext, so there won't be anymore need for assigning different EXEs in the Settings. If I can be told what the EXE is changing, I can test it with the new hext format to see if it's fixed when using alongside NT.
 
The only EXE edits that could be happening is if they use Menu Overhaul and/or Beacause. Both use a different EXE (ff7_mo.exe and ff7_bc.exe). In the next Catalog update, I have changed these edits to hext, so there won't be anymore need for assigning different EXEs in the Settings. If I can be told what the EXE is changing, I can test it with the new hext format to see if it's fixed when using alongside NT.
I also have this problem and I think that no extra exe patching acutally happens. File ff7_mo.exe just naturally contains all changes (Limit Break and Materia Equip effects) reserved to Arrange version as you discussed about earlier in this topic: https://www.ff7catalog.com/threads/11607/
I may be wrong, but that seems unlikely as my ff7_mo.exe was edited 9.1.2016 and has Arrange changes as I checked them with HEXT TOOLS and Libre. This should be fixable.

EDIT: OK, I think I fixed it for me. HEXT TOOLS and Libre are really handy for this.
 
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so it seems that the ffvii.exe is working just fine with the newest version of the mod. however once i turn on the overhaul mod and change it to ffvii_mo.exe it reverts back to the older version of the new threat mod not sure whats causing the problem
 
so it seems that the ffvii.exe is working just fine with the newest version of the mod. however once i turn on the overhaul mod and change it to ffvii_mo.exe it reverts back to the older version of the new threat mod not sure whats causing the problem
Probably because long ago when I added the ff7_mo.exe, I had Menu Overhaul installed on top of NT ff7.exe (which is no longer used now). Please wait for the Catalog update 3.0, which I hope to release this weekend. The ff7_mo.exe and ff7_bc.exe will no longer be needed and removed, and instead changes from the mods will all be added directly through hex editing within 7H.
 
Probably because long ago when I added the ff7_mo.exe, I had Menu Overhaul installed on top of NT ff7.exe (which is no longer used now). Please wait for the Catalog update 3.0, which I hope to release this weekend. The ff7_mo.exe and ff7_bc.exe will no longer be needed and removed, and instead changes from the mods will all be added directly through hex editing within 7H.
are there any new mods or what are the new features on the new version :P?
 
Alright, I've finished Disk 2 and now have access to the Crater. I read something earlier about how the new sidequests are only unlocked when you reach the Point of No Return. Is that true? Also, should I do the Materia Caves and WEAPONs now, or later with the new optional bosses?

Some play feedback: Due to being overleveled, I've found that I don't need barriers up constantly for bosses with proper setup, and can instead put up Haste and Resist on the first turn. I also have front-row Barret set up with Enemy Launcher with a weapon element that my party absorbs, 2 Covers, and as many Counter Attacks I can fit.  It's quite fun to clear random encounters before taking any actions, at full health.
 
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Alright, I've finished Disk 2 and now have access to the Crater. I read something earlier about how the new sidequests are only unlocked when you reach the Point of No Return. Is that true? Also, should I do the Materia Caves and WEAPONs now, or later with the new optional bosses?

Some play feedback: Due to being overleveled, I've found that I don't need barriers up constantly for bosses with proper setup, and can instead put up Haste and Resist on the first turn. I also have front-row Barret set up with Enemy Launcher with a weapon element that my party absorbs, 2 Covers, and as many Counter Attacks I can fit.  It's quite fun to clear random encounters before taking any actions, at full health.
Good ol' blender strats; Enemy Launcher tends to get overlooked.
 
Hmm, I picked up two Apocalypses from the Ancient Forest, and didn't fight a boss at the end.
 
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