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

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I have finished the mod, but each time I try and do the Platinum Match, I will start with all three characters (Cloud, Barret, and Yuffie) using their limits, they will not go off, and all four (Nemesis included) will just sit there, am I doing something wrong?
Are you using the main installer or the 7H version? What else can you tell us about your game?

Those details tell us what we need to tell you in order to fix things.
 
Are you using the main installer or the 7H version? What else can you tell us about your game?

Those details tell us what we need to tell you in order to fix things.

I couldnt tell you which one I am using, this is the first mod I am doing, I considered myself lucky I havent messed anything this far
 
I couldnt tell you which one I am using, this is the first mod I am doing, I considered myself lucky I havent messed anything this far
Alright, let me ask this again. Did you download the executive file in the first page and install it? Or are you using another program called Seventh Heaven (7H) to apply the mod? And is your version of the game from Steam, or the older CD's, or what?

We need an answer with actual details, because the answer(s) you give us changes what we tell you to do to fix that problem.
 
Alright, let me ask this again. Did you download the executive file in the first page and install it? Or are you using another program called Seventh Heaven (7H) to apply the mod? And is your version of the game from Steam, or the older CD's, or what?

We need an answer with actual details, because the answer(s) you give us changes what we tell you to do to fix that problem.
Steam for sure, and 7H, sorry about that
 
I have finished the mod, but each time I try and do the Platinum Match, I will start with all three characters (Cloud, Barret, and Yuffie) using their limits, they will not go off, and all four (Nemesis included) will just sit there, am I doing something wrong?
That's a soft-lock caused by the enemy not having an animation set for their attack. Download and apply the scene hotfix patch (same install process as the main installer) and it should fix the fight; let me know if this doesn't fix the issue and I'll sort it out.
 
That's a soft-lock caused by the enemy not having an animation set for their attack. Download and apply the scene hotfix patch (same install process as the main installer) and it should fix the fight; let me know if this doesn't fix the issue and I'll sort it out.
Ok, I have downloaded both hotfix files, but how do I get them to work
 
Ah, that could be it - actually I think it's possible I'm still on 1.3 as I started the game a good long while ago. Was worried that updating might make the save file unusable, which is why I'm trying to finish my playthrough before 1.5 comes out and I can make a fresh start.
Yeah, fresh install has fixed it, thanks. Onto Pearl Weapon  :-\

By the way, if I fail to stop the train in Corel, is there any other way to get Comet, or have I missed it for this playthrough?
 
Ok, I have downloaded both hotfix files, but how do I get them to work
Extract them using 7z or WinRAR, then run the executable inside. Specify the Data folder inside the FF7 folder and they should patch the files.

Yeah, fresh install has fixed it, thanks. Onto Pearl Weapon  :-\

By the way, if I fail to stop the train in Corel, is there any other way to get Comet, or have I missed it for this playthrough?
Comet can be obtained in Junon, if you head for where the Cargo Ship used to be docked then it should be there.
 
So i have been lurking for a while while waiting for 1.5 and Arrange .

On the discussion on Vincent, i think that (if possible) you double the chance for healing with his innate while transformed. With that you have a berserk char with decent self sustain, which compliments him not using MP.

On the rank issue, i think adding mobs that you can grind SP on before Clouds return kinda removes the purpose of having a rank system at all. From my understanding, the rank system serves several purposes, one major being for balancing bosses/enemies. If you allow early ways to grind, you might as well just let stats grow with lvls.

A suggestion, might be late but hey i can try. Is it possible to return a char to its base lvl and stats? If so that could be a way to allow "respeccing" rank ups. The cost might then be that you start att base lvl and have to grind SP for ranks again. Since you have better gear and materia, leveling back up might not be a big problem, but its steep enough of a downside to keep you playing the mod for a while.

In any case, keep up the good work, i am back to lurking again *POOF*
 
I don't know if it is possible to 'reset' a character in-game; it'd take time to add the functions, assuming it can be done. Save editors can do it, but for the game to do it means adding that functionality to the field scripts + .exe which requires time & making space for it in the .EXE.

The whole point of the rank system is so that players can decide which stats to improve as level arcs will raise stats the same way each time (with some small variance). As for when those stats should increase, it could work with either gathering SP or by gating them behind specific story events. The original SP build was much closer to the latter, with set increments from bosses only that meant you'd generally always be hitting the same ranks in each playthrough. I'm keeping it with the current system of SP gathered from enemies as things are quite late on and 1.5 is finished at this point, save for last-minute checks and tests.
 
I don't know if it is possible to 'reset' a character in-game; it'd take time to add the functions, assuming it can be done. Save editors can do it, but for the game to do it means adding that functionality to the field scripts + .exe which requires time & making space for it in the .EXE.

The whole point of the rank system is so that players can decide which stats to improve as level arcs will raise stats the same way each time (with some small variance). As for when those stats should increase, it could work with either gathering SP or by gating them behind specific story events. The original SP build was much closer to the latter, with set increments from bosses only that meant you'd generally always be hitting the same ranks in each playthrough. I'm keeping it with the current system of SP gathered from enemies as things are quite late on and 1.5 is finished at this point, save for last-minute checks and tests.
Yeeeeeesssssssss the anticipation has been killing me. Can't wait!!!
 
Extract them using 7z or WinRAR, then run the executable inside. Specify the Data folder inside the FF7 folder and they should patch the files.

Took me sometime to figure things out but thank you both for your help, to me Nemesis was more fun the Viridian Weapon
 
Hello there,

I found this project by accidence, played a few hours and must say: WOW! Thank you Sega Chief  for this great new FFVII experience.

Now I read that 1.5 is about to be released soon. Is it recommended to wait and start a new game, or can I play through Midgar on 1.4 and continue with the update. Will I miss anything?


Besides, I saw the Zack fight on youtube an this scene really, really deserves more serious dialogue. The end of crisis core was the most epic moment in FF, so we should honour our soldier first class a little bit more. But just a little   ;)
I could make some suggestions for the text, if you need a muse.

Apart from that, thanks again for your wonderful work.
 
Does the Imperial Guard do anything special? The text just says 'advanced protection'... Also, is there something about either the Escort Guard or the Circlet that randomly gives you reflect? It's happened on a couple of fights now and I can't tell what's causing it.

Realise that you're coming to the end of development on 1.5 now so imagine it's too late to do anything about, but it would be great if there was some way of making certain effects (reflect, peerless, lucky girl, shield, resist) more visible and obvious. Majority of my frustrations in the game have come from not understanding what exactly was going on with a certain attack/buff. Otherwise, as always, thanks for your hard work - can't wait to see what you do with FF8!
 
Does the Imperial Guard do anything special? The text just says 'advanced protection'... Also, is there something about either the Escort Guard or the Circlet that randomly gives you reflect? It's happened on a couple of fights now and I can't tell what's causing it.

Realise that you're coming to the end of development on 1.5 now so imagine it's too late to do anything about, but it would be great if there was some way of making certain effects (reflect, peerless, lucky girl, shield, resist) more visible and obvious. Majority of my frustrations in the game have come from not understanding what exactly was going on with a certain attack/buff. Otherwise, as always, thanks for your hard work - can't wait to see what you do with FF8!
I believe Imperial Gaurd is just a really good 'regular' bangle with no special features. Really good physical/magical protection and evasion. :shrugs:

Peerless makes the character/enemy effected with that status to glow a nice golden yellow and shiny while it is in play, with magical/physical attacks not doing any damage to that character/creature while it is in effect.

"Lucky Girl" is just critical hits, and the name is based on what it was called in the game data itself. I do agree that it would be nice if Reflect/Shield/Resist made the effected character another color while it was in play like Regeneration and Peerless does. Blue and Purple and Orange as colors would work well for that considering Regeneration uses "Red" and Peerless uses that "Golden Yellow", but it's quite possible that the game data only allows the "Red" and "Golden Yellow" as colors to show up like that (and nothing else :-(). Still, if it can be done, it would be a nice addition.
 
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Hello there,

I found this project by accidence, played a few hours and must say: WOW! Thank you Sega Chief  for this great new FFVII experience.

Now I read that 1.5 is about to be released soon. Is it recommended to wait and start a new game, or can I play through Midgar on 1.4 and continue with the update. Will I miss anything?


Besides, I saw the Zack fight on youtube an this scene really, really deserves more serious dialogue. The end of crisis core was the most epic moment in FF, so we should honour our soldier first class a little bit more. But just a little   ;)
I could make some suggestions for the text, if you need a muse.

Apart from that, thanks again for your wonderful work.
In the current build, the entire Zack flashback was re-implemented so no worries on that.

Does the Imperial Guard do anything special? The text just says 'advanced protection'... Also, is there something about either the Escort Guard or the Circlet that randomly gives you reflect? It's happened on a couple of fights now and I can't tell what's causing it.

Realise that you're coming to the end of development on 1.5 now so imagine it's too late to do anything about, but it would be great if there was some way of making certain effects (reflect, peerless, lucky girl, shield, resist) more visible and obvious. Majority of my frustrations in the game have come from not understanding what exactly was going on with a certain attack/buff. Otherwise, as always, thanks for your hard work - can't wait to see what you do with FF8!
Imperial Guard has been changed to give buffs similar to the Crystal Bangle albeit with slightly better defensive stats on it.

There was discussion before about making more statuses visible, and it does seem to be possible but I don't know how to implement it. I've revised every boss attack in the game, but I could add some messages for special ones that inflict statuses that are battle-changing but invisible to the user (such as Resist).
 
I've revised every boss attack in the game, but I could add some messages for special ones that inflict statuses that are battle-changing but invisible to the user (such as Resist).
That would be fantastic - I just finished the Hojo fight, for instance, and it was very useful having the message telling you when he was Guarding and when he was 'M'Guarding.

Have to say, now I'm near the end, the balance has felt perfect for a no-level playthrough of the main story content - boss fights have been consistently tough, without being unfair. Nearly all have had unique characteristics that offered opportunities to beat them, without being exploitable. I finished the Midgar section having had to use literally every elixir, turbo ether and megalixir in my inventory. Looking forward to playing it all again in the new update and trying out the new bosses with some slightly stronger characters!
 
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