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

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Derek helped me out initially and then Tsunamix. I did it myself, they told me where to go to get the tools. If you need me to send you the fixed file just say the word and if you ever need help with your mods and I know how to do it, let me know. Thanks again for your help and most importantly your amazing mod. I’ll be ready when you start taking donations for it!
There's a link to the paypal for donations on the front page, but don't use it unless you're sure it's all right s:

Speaking of donations though, I recently spotted a pretty hefty one from a fellow called P. B on the 24th September; thanks for the donation, bud :3
 
Hey, I just wanted to say I love the mod! Never going back to vanilla! Anyway, I would like to say two things I did not like from the mod.

One is about Aerith. I like that you kept her alive. However, do you think that Aerith is more important to the story then, lets say Yuffie? Of course, right? Well after Aerith's "not death," she becomes as important to the story as someone like Yuffie. What I am trying to say is Aerith has a one of the biggest roles in the story, but when she gets "killed," she becomes less important in this mod. I also didn't like that she was kinda a copy of Yuffie in the Airship. She never had motion sickness in the past, why give that to her now? I think she should have been in the main room with everyone else, and talked about the things going on, instead of talking about the airship or motion sickness.

Also I think she deserves more scenes if you are going to keep her alive. Like after she gets stabbed, you could have a scene with cloud tending her wounds while asking her what she was doing. Then she could say,"IDK, I was just following the voices of the planet. Or if you bring her to Sephiroth in the Whirlwind Maze, she could have a bit more dialog than saying one liners because she sort of has a connection with him at that point.

My second thing I wanted to say is at the end in the North Crater. I went down a ledge that I couldn't get back up to. There was a save point somewhere down there. So I saved my game and then there was a boss fight. Abyss I think it was called. The faceless Molboro. Well, it was the hardest boss that I have fought thus far. I could not beat it. So I decided to try to level up in that area. But even the random encounter were too hard. So basically, I was trapped there because I could even level up and I couldn't go back the way I came. I lost 90+ hour game thanks to that. Could you either put some lower lvled enemies there, or put a way to go back up on that ledge?

I only bring up these points not to insult, but to criticize because I love this mod and I just want to see it improve. Keep up the good work!
 
Hey, I just wanted to say I love the mod! Never going back to vanilla! Anyway, I would like to say two things I did not like from the mod.

One is about Aerith. I like that you kept her alive. However, do you think that Aerith is more important to the story then, lets say Yuffie? Of course, right? Well after Aerith's "not death," she becomes as important to the story as someone like Yuffie. What I am trying to say is Aerith has a one of the biggest roles in the story, but when she gets "killed," she becomes less important in this mod. I also didn't like that she was kinda a copy of Yuffie in the Airship. She never had motion sickness in the past, why give that to her now? I think she should have been in the main room with everyone else, and talked about the things going on, instead of talking about the airship or motion sickness.

Also I think she deserves more scenes if you are going to keep her alive. Like after she gets stabbed, you could have a scene with cloud tending her wounds while asking her what she was doing. Then she could say,"IDK, I was just following the voices of the planet. Or if you bring her to Sephiroth in the Whirlwind Maze, she could have a bit more dialog than saying one liners because she sort of has a connection with him at that point.

My second thing I wanted to say is at the end in the North Crater. I went down a ledge that I couldn't get back up to. There was a save point somewhere down there. So I saved my game and then there was a boss fight. Abyss I think it was called. The faceless Molboro. Well, it was the hardest boss that I have fought thus far. I could not beat it. So I decided to try to level up in that area. But even the random encounter were too hard. So basically, I was trapped there because I could even level up and I couldn't go back the way I came. I lost 90+ hour game thanks to that. Could you either put some lower lvled enemies there, or put a way to go back up on that ledge?

I only bring up these points not to insult, but to criticize because I love this mod and I just want to see it improve. Keep up the good work!
A couple people have found themselves stuck due to the Abyss thing; I'll add a way to get back up.
 
Quick question regarding Ziegfried; I've played the 1.4 version of this game a couple times and never had a problem getting the materia from him. In 1.5 I've tried 3 times, once with a game crash and twice with Cloud being booted from the battle and my other 2 being killed by Odin. Doesn't give me a game over but Ziegfried says his defeat line and yet I get nothing and return to the world map. Is this supposed to happen?
 
I've been spending a lot of hours awake lately, but now I have to sleep because I think I came across either something broken or something that I need clarified:

I'm in the Dark Cave sidequest, and I never found the sector 5 key, when supposedly I would have been able to find it in the Shinra building. I went to the top floor, and the cutscene with Shinra started followed by the Mirage fight, and then when it went back to the shot of Shinra's desk, all I saw was Cait Sith (who was in the party), maybe there was some noise, and then I was booted back out in from of the cave's entrance. This was really weird to me, so I looked it up and apparently there's supposed to be a boss in front of that door to the outside, and past that a chest for the key. But I found neither of those when I reloaded my save. Did I do something wrong? Is there something that triggers this? If it was updated to be this way, is there anything else I can do? I can't go back into Midgar now.

Sorry if this was actually brought up in one of the past 100 or so pages.
 
Quick question regarding Ziegfried; I've played the 1.4 version of this game a couple times and never had a problem getting the materia from him. In 1.5 I've tried 3 times, once with a game crash and twice with Cloud being booted from the battle and my other 2 being killed by Odin. Doesn't give me a game over but Ziegfried says his defeat line and yet I get nothing and return to the world map. Is this supposed to happen?
The issue should have been sorted with the latest set of files; have you updated with the patches or IRO?

I've been spending a lot of hours awake lately, but now I have to sleep because I think I came across either something broken or something that I need clarified:

I'm in the Dark Cave sidequest, and I never found the sector 5 key, when supposedly I would have been able to find it in the Shinra building. I went to the top floor, and the cutscene with Shinra started followed by the Mirage fight, and then when it went back to the shot of Shinra's desk, all I saw was Cait Sith (who was in the party), maybe there was some noise, and then I was booted back out in from of the cave's entrance. This was really weird to me, so I looked it up and apparently there's supposed to be a boss in front of that door to the outside, and past that a chest for the key. But I found neither of those when I reloaded my save. Did I do something wrong? Is there something that triggers this? If it was updated to be this way, is there anything else I can do? I can't go back into Midgar now.

Sorry if this was actually brought up in one of the past 100 or so pages.
The finale was changed but it's still quite buggy; the escape sequence at the end was removed as well.
 
Alright, thanks. Just in case, is there anything else I should know? Like do I miss out on something big or important?
 
Alright, thanks. Just in case, is there anything else I should know? Like do I miss out on something big or important?
Nah, not really. The boss you used to fight was moved elsewhere.
 
Quick question: do you need to do something to trigger Ruby (I believe it's called Viridian in the mod) Weapon to appear in the desert? I just beat Hojo, but did not venture into Northern Crater at all.
 
Quick question: do you need to do something to trigger Ruby (I believe it's called Viridian in the mod) Weapon to appear in the desert? I just beat Hojo, but did not venture into Northern Crater at all.
You need to corner Ultimate Weapon in a dark alley. The usual.
 
Played through the mod again and I didn't find much in the bugs department. But for what I did find, here they are:

- Both Vincent and Cid's Innate text's are either wrong or misleading? Need some clarification here. For Cid, I think it mentioned that Cid's innate works on the back row/front row system instead of magic damage/physical damage it works on now. As for Vincent, all it said was "MP Regeneration" I believe, but that is not what was happening with Vincent. His health was regenerating. Double check required on both of these innates. Also, in regards to innates a question: Cait Sith's innate seems weak in comparison to Vincent's Health Regen innate. Cait Sith only gets 1 MP per action it looked like, which really isn't much. While Vincent was getting a percentage of health back whenever it ticked it seemed? Perhaps either a buff to Cait Sith or a nerf to Vincent is in order here? I'd say the Cait Sith increase honestly.

- When you first arrive at the City of the Ancients with Vincent in your party, and go to the house that has the beds in it. Vincent will say "There are beds he". "here" has been cut off. And when the scene switches to night and Cloud tells the group that Aeris and Sephiroth are also there, Cid has a line "So how did you find that out" without the question mark and quotation marks.

- If you ask the guy for Snowboarding instructions right before the slope in Icicle Inn, the windows are on top of each other and therefore tough to read.

And finally, a question about something not in the mod but I was wondering:

So I was playing through Normal because I wanted to see specifically if Rubicante was still in there and sure enough he was. I was then wondering if Cagnazzo was going to be in the place of Lich but he was not. Have you ever thought of making him for Normal mode to finish off the set? If not, you should think about it. I feel like I've asked this before but I don't remember.

Great stuff as always!
 
Played through the mod again and I didn't find much in the bugs department. But for what I did find, here they are:

- Both Vincent and Cid's Innate text's are either wrong or misleading? Need some clarification here. For Cid, I think it mentioned that Cid's innate works on the back row/front row system instead of magic damage/physical damage it works on now. As for Vincent, all it said was "MP Regeneration" I believe, but that is not what was happening with Vincent. His health was regenerating. Double check required on both of these innates. Also, in regards to innates a question: Cait Sith's innate seems weak in comparison to Vincent's Health Regen innate. Cait Sith only gets 1 MP per action it looked like, which really isn't much. While Vincent was getting a percentage of health back whenever it ticked it seemed? Perhaps either a buff to Cait Sith or a nerf to Vincent is in order here? I'd say the Cait Sith increase honestly.

- When you first arrive at the City of the Ancients with Vincent in your party, and go to the house that has the beds in it. Vincent will say "There are beds he". "here" has been cut off. And when the scene switches to night and Cloud tells the group that Aeris and Sephiroth are also there, Cid has a line "So how did you find that out" without the question mark and quotation marks.

- If you ask the guy for Snowboarding instructions right before the slope in Icicle Inn, the windows are on top of each other and therefore tough to read.

And finally, a question about something not in the mod but I was wondering:

So I was playing through Normal because I wanted to see specifically if Rubicante was still in there and sure enough he was. I was then wondering if Cagnazzo was going to be in the place of Lich but he was not. Have you ever thought of making him for Normal mode to finish off the set? If not, you should think about it. I feel like I've asked this before but I don't remember.

Great stuff as always!
I'll take care of the formatting issues. I suppose I am missing the water one, aren't I? Maybe I'll sneak him into the FF8 mod :3
 
I'll take care of the formatting issues. I suppose I am missing the water one, aren't I? Maybe I'll sneak him into the FF8 mod :3
Heh, you could. Though it may to lead to questions about where the other three are in 8!

*Dun Dun Dun*
 
Had to create an account to ask a quick question.
Loving the mod so far. Playing through ff7 countless times I've never had to re-try boss fights or get killed by random encounters because I'm unprepared. XD
I have encountered a bit of a problem in Junon though playing through on the 1.5v.
With the flying serpent boss Jormungandr, all previous references and the excel document refer to him as Illuyankas, but this is the name that appears when you target him.
I'm having major difficulties with this boss fight.
Dirty Bombs rarely hit him to inflict poison which was what was recommended in Sega Chief's 1.4v video.
He has turns when he sometimes takes 3 actions, and with how hard he hits he wipes out 2 of my party leaving 1 to frantically try to recover what's left.
I have my ATB set to wait and yet when I'm deciding the best magic to use to survive the next onslaught he seems to take these random turns.
I managed to pick up a Bird wing from somewhere which hits him for 3k, combining that with Choco/Mog summon, the most amount of damage I've ever done to him is around 5k with some lucky evades.
With how fast and hard this guy hits I can't even get in the obligatory Barrier/MBarrier/Haste buffs before someone is dead.
 
Had to create an account to ask a quick question.
Loving the mod so far. Playing through ff7 countless times I've never had to re-try boss fights or get killed by random encounters because I'm unprepared. XD
I have encountered a bit of a problem in Junon though playing through on the 1.5v.
With the flying serpent boss Jormungandr, all previous references and the excel document refer to him as Illuyankas, but this is the name that appears when you target him.
I'm having major difficulties with this boss fight.
Dirty Bombs rarely hit him to inflict poison which was what was recommended in Sega Chief's 1.4v video.
He has turns when he sometimes takes 3 actions, and with how hard he hits he wipes out 2 of my party leaving 1 to frantically try to recover what's left.
I have my ATB set to wait and yet when I'm deciding the best magic to use to survive the next onslaught he seems to take these random turns.
I managed to pick up a Bird wing from somewhere which hits him for 3k, combining that with Choco/Mog summon, the most amount of damage I've ever done to him is around 5k with some lucky evades.
With how fast and hard this guy hits I can't even get in the obligatory Barrier/MBarrier/Haste buffs before someone is dead.
So to start, his name was initially Illuyankas but was changed to Jormungandr because he was another boss in the mod that was removed. Not sure why the name was changed? Maybe Sega liked it more, regardless, it's the same boss. Anyways, some help.

Yeah, use a Dirty Bomb to start. Slow also works so use that. He'll also be weak to Lightning so Bolt on your best Mage will do well. Chocobuckle, the Enemy Skill, is also great for this fight if you picked it up back at the farm. You can put your characters in Fury if they can't attack him because of Long Range to get more Limits and also put everyone in the back row to lower Tail attack damage. If you are using Barret you can give him Wind Bullets with Elemental - Choco/Mog junctioned together if you picked it up in Midgar.

Another thing to keep in mind is that if enemies are stringing a lot of attacks together, it could be a few reasons. A lot of enemies use counter attacks when they get below certain health thresholds, and some enemies just get to go multiple times in a row with certain moves. And I think Jormungandr can do both actually. If you're seeing a lot of attacks in a row, slow your attacking down some to ease that problem up.

If all else fails, you can search me up on Youtube where I uploaded every boss fight for anyone that wants/needs help. Maybe some visuals could help as well. The video will be named Illuyankas but it's the same fight as I mentioned earlier.
 
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So to start, his name was initially Illuyankas but was changed to Jormungandr because he was another boss in the mod that was removed. Not sure why the name was changed? Maybe Sega liked it more, regardless, it's the same boss. Anyways, some help.

Yeah, use a Dirty Bomb to start. Slow also works so use that. He'll also be weak to Lightning so Bolt on your best Mage will do well. Chocobuckle, the Enemy Skill, is also great for this fight if you picked it up back at the farm. You can put your characters in Fury if they can't attack him because of Long Range to get more Limits and also put everyone in the back row to lower Tail attack damage. If you are using Barret you can give him Wind Bullets with Elemental - Choco/Mog junctioned together if you picked it up in Midgar.

Another thing to keep in mind is that if enemies are stringing a lot of attacks together, it could be a few reasons. A lot of enemies use counter attacks when they get below certain health thresholds, and some enemies just get to go multiple times in a row with certain moves. And I think Jormungandr can do both actually. If you're seeing a lot of attacks in a row, slow your attacking down some to ease that problem up.

If all else fails, you can search me up on Youtube where I uploaded every boss fight for anyone that wants/needs help. Maybe some visuals could help as well. The video will be named Illuyankas but it's the same fight as I mentioned earlier.
Just watched your video. You're using the exact same tactics I am using apart from the fact that I am just focusing Cloud and Yuffie on bolt magic with Aeris being healer/buffer.
Just tried it a couple more times with the last attempt going as follows:
-Match starts, ATB gauge fills for Yuffie
-Go items and scroll to pick spider web to inflict slow
-During this (ATB is set to wait), Jormungandr uses 'Serpantarious', doing roughly 400 damage and inflicting Stop on Yuffie
-Instantly followed up by a tail attack which hits for 500 and kills Yuffie
-ATB gauge fills for cloud
-Jormungandr uses 'Cyclone' then 'Tail Attack' killing Cloud before any action can be taken
And after that I thought there was no point even trying that fight.

Couple more things to add about my game after watching your video.
- I'm playing the latest 1.5v on 'Arrange'
- Boss' name is different
- Texture seems to be missing for the body (all black)
- The damage I'm taking is roughly twice as much as you are taking (with all members in back row and barrier cast)
- Dirty Bomb almost never hits (don't know how my first one actually hit)
- 'Tail Attack' heals boss for damage taken and is only used against one character (usually as a follow-up skill)
- 'Serpentarious' skill being used which inflicts 'Stop' and a number of other status effects
- Never seen the boss 'basic' attack, thought it was all skills XD
- 16k health (don't think you ever sensed the boss in your video to see his health)
- 'Selenostrike' does health damage not MP damage

I've not had too much difficulty with the encounters after figuring out their weaknesses but this boss makes me think that the AI has been un-intentionally tweaked with the removed boss you mentioned. The battle itself feels like the boss is bypassing the turn order and unleashing mid-game skills and combos.

Just spotted the hotfix below download
'-) Arrange Mode: Bottomswell replacement boss fixed'
Ummmmm... Maybe that's why I'm having so much difficulty XD will report back once I've patched.
Ok. Nvm. It gives me the message 'Nothing to do! Files are already updated'. But I wanna say that this hotfix for the bottomswell boss isn't actually implemented in the new release.
 
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how to get Heaven's Cloud weapon ?
It's a drop from the 'Iron Man' enemy after the point of no return. Look in the documentation with the mod for a text file titled 'where is the thing'. It will tell you where you can get everything that's been moved
 
Just watched your video. You're using the exact same tactics I am using apart from the fact that I am just focusing Cloud and Yuffie on bolt magic with Aeris being healer/buffer.
Just tried it a couple more times with the last attempt going as follows:
-Match starts, ATB gauge fills for Yuffie
-Go items and scroll to pick spider web to inflict slow
-During this (ATB is set to wait), Jormungandr uses 'Serpantarious', doing roughly 400 damage and inflicting Stop on Yuffie
-Instantly followed up by a tail attack which hits for 500 and kills Yuffie
-ATB gauge fills for cloud
-Jormungandr uses 'Cyclone' then 'Tail Attack' killing Cloud before any action can be taken
And after that I thought there was no point even trying that fight.

Couple more things to add about my game after watching your video.
- I'm playing the latest 1.5v on 'Arrange'
- Boss' name is different
- Texture seems to be missing for the body (all black)
- The damage I'm taking is roughly twice as much as you are taking (with all members in back row and barrier cast)
- Dirty Bomb almost never hits (don't know how my first one actually hit)
- 'Tail Attack' heals boss for damage taken and is only used against one character (usually as a follow-up skill)
- 'Serpentarious' skill being used which inflicts 'Stop' and a number of other status effects
- Never seen the boss 'basic' attack, thought it was all skills XD
- 16k health (don't think you ever sensed the boss in your video to see his health)
- 'Selenostrike' does health damage not MP damage

I've not had too much difficulty with the encounters after figuring out their weaknesses but this boss makes me think that the AI has been un-intentionally tweaked with the removed boss you mentioned. The battle itself feels like the boss is bypassing the turn order and unleashing mid-game skills and combos.

Just spotted the hotfix below download
'-) Arrange Mode: Bottomswell replacement boss fixed'
Ummmmm... Maybe that's why I'm having so much difficulty XD will report back once I've patched.
Ok. Nvm. It gives me the message 'Nothing to do! Files are already updated'. But I wanna say that this hotfix for the bottomswell boss isn't actually implemented in the new release.
So I read all that, and yeah, somewhere along the lines either one of two things has happened:

- Either you haven't patched up fully and/or install the mod/patched correctly. Or you've installed other mods or fiddled with the files in some way to make Jormungandr screwy, or..

- Somewhere along the way, something happened in patches to make Jormungandr a problem and that'd be on Sega's side.

I can't say for certain what it would be as I haven't played in a bit, but I do know that things like Selenostrike only does MP damage when I did it for example. And again, remember what I said about the name, it was Illuyankas when I did it, the name has been changed now though. If Jormungandr has been screwed up because of patches or in the name switch, we'd either need Sega or someone else on here to confirm it. If what you are saying is happening, beating it would be a huge problem for sure.

The only thing I can recommend without other peoples input would be to backup your save file and do a completely fresh installation of both FF7 and New Threat. If that doesn't work, then I think you've have to wait for someone with more knowledge than I to help.
 
Just watched your video. You're using the exact same tactics I am using apart from the fact that I am just focusing Cloud and Yuffie on bolt magic with Aeris being healer/buffer.
Just tried it a couple more times with the last attempt going as follows:
-Match starts, ATB gauge fills for Yuffie
-Go items and scroll to pick spider web to inflict slow
-During this (ATB is set to wait), Jormungandr uses 'Serpantarious', doing roughly 400 damage and inflicting Stop on Yuffie
-Instantly followed up by a tail attack which hits for 500 and kills Yuffie
-ATB gauge fills for cloud
-Jormungandr uses 'Cyclone' then 'Tail Attack' killing Cloud before any action can be taken
And after that I thought there was no point even trying that fight.

Couple more things to add about my game after watching your video.
- I'm playing the latest 1.5v on 'Arrange'
- Boss' name is different
- Texture seems to be missing for the body (all black)
- The damage I'm taking is roughly twice as much as you are taking (with all members in back row and barrier cast)
- Dirty Bomb almost never hits (don't know how my first one actually hit)
- 'Tail Attack' heals boss for damage taken and is only used against one character (usually as a follow-up skill)
- 'Serpentarious' skill being used which inflicts 'Stop' and a number of other status effects
- Never seen the boss 'basic' attack, thought it was all skills XD
- 16k health (don't think you ever sensed the boss in your video to see his health)
- 'Selenostrike' does health damage not MP damage

I've not had too much difficulty with the encounters after figuring out their weaknesses but this boss makes me think that the AI has been un-intentionally tweaked with the removed boss you mentioned. The battle itself feels like the boss is bypassing the turn order and unleashing mid-game skills and combos.

Just spotted the hotfix below download
'-) Arrange Mode: Bottomswell replacement boss fixed'
Ummmmm... Maybe that's why I'm having so much difficulty XD will report back once I've patched.
Ok. Nvm. It gives me the message 'Nothing to do! Files are already updated'. But I wanna say that this hotfix for the bottomswell boss isn't actually implemented in the new release.
   So I have the Proud Clod editor that can allow you to see enemies' stats, weaknesses, immunities, etc and it seems that Jormungandr has a Strength stat of 170, which could explain why he's doing so much damage to you. He's also at Level 33, so if your level is lower than his, then he will do even more damage, as the formula for calculating damage depends on the user's level and the target's level. Perhaps this was a stat that Sega Chief missed out on toning down? Not sure. But if the boss is doing so much damage that must be the reason why.
 
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