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

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@UpRisen and SegaChief: Since UpRisen mentioned innate abilities and fitting the theme of a character, I actually had some ideas for Cait Sith, Red XIII and Vincent. I know these would be tough to do (or maybe even impossible to do in the case of Vincent), but I really feel like these suit the characters. Spoiler below!
The Vincent one is definitely out, unless there's some means of calling those models and then getting them to act. Cait's one would be tricky as well, I don't know if the AI can track that flag of a previous attack. Red's one can be sorta done, but I think the challenge there would be getting it to only trigger when Red's limits are used rather than anyone but a set of Action Indexes: ID should clear that.

I quite like the Limit one you've proposed, I've been looking for a replacement for Cloud's innate (people have been very mixed on it when it was brought in for 1.5) so I might use it for him instead.

Hi everyone

I´m new in the v1.5, i finished the v1.4 times ago and i have some questions.

This has two difficulty options, there are some major differences between "normal" and "arrange" ??
I love difficulty mods but i thought v1.4 has the rebalance that makes the game (more) difficult than the original version (also i loved that difficulty), so ... is Arrange some kind of a Nightmare or is just "a little" more difficult than normal o what ?

Thanks and congratulation for this Mod
Arrange is generally more difficult with some spikes here and there; the Bottomswell fight in particular needs some additional tuning.

***

Thanks to JVS for the donation; appreciate it bud :3
 
unless there's some means of calling those models and then getting them to act.
They only way I can think of to do that would be have it in his normal attack script to attack then use limit break, he would transform and attack but we have no way to control which of his 2 attacks he does. Then the script would have to kill him then revive him to stop him from just being in limit form, But this leaves the problem of it will remove all of his status and either leave him at low hp or full hp EVERY attack. I havent started learning about how exactly to make those things happen so that may still be impossible, but if there is an "easy" way to do it then it would be my way.
 
Hi.

I recently bought the Steam version of FF7 after i stumbled upon this mod via a youtuber called 4-8Productions. And i gotta say, it's awesome. It peaked my interest to replay this game with a new experience. I only have one problem. I'm trying to set up DS4Windows to work with this mod but i never get it to work completely.

I know this is not the mods fault, just wondering if there's someone who managed to get it to work. I managed to get used to playing with the keyboard so far and i've reached Junon now. But i feel like i will fail the upcoming simon says part to impress Rufus. Anyone got any tips?
 
Hi
1 question .
You put SaferPalmer in the game at the end to fight?xD
If yes ¿where?  ?_?
Thanks O_o

Hi.

I recently bought the Steam version of FF7 after i stumbled upon this mod via a youtuber called 4-8Productions. And i gotta say, it's awesome. It peaked my interest to replay this game with a new experience. I only have one problem. I'm trying to set up DS4Windows to work with this mod but i never get it to work completely.

I know this is not the mods fault, just wondering if there's someone who managed to get it to work. I managed to get used to playing with the keyboard so far and i've reached Junon now. But i feel like i will fail the upcoming simon says part to impress Rufus. Anyone got any tips?
If interest you ,i play with JoyToKey to assign the keys to the joystick
 
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Hi.

I recently bought the Steam version of FF7 after i stumbled upon this mod via a youtuber called 4-8Productions. And i gotta say, it's awesome. It peaked my interest to replay this game with a new experience. I only have one problem. I'm trying to set up DS4Windows to work with this mod but i never get it to work completely.

I know this is not the mods fault, just wondering if there's someone who managed to get it to work. I managed to get used to playing with the keyboard so far and i've reached Junon now. But i feel like i will fail the upcoming simon says part to impress Rufus. Anyone got any tips?
Hmm, wasn't a fan of Steam's version controller support. That's what I was doing in the past; I used Joy2Key to configure my controller using the keyboard keys and boot the game with steam, do not have the controller connected before launching the game, connect it after.
 
Thanks a bunch markul and SlumDrunk, works now :). I'm at Cosmo Canyon now. But i managed to impress Rufus and do the Chocobo race with keyboard, was a pain though. Many save reloads :p.
 
Howdy, its been awhile.

I think someone may have reported this bug before but, after Cargo Ship, when arriving in Costa Del Sol, if you talk to the innkeeper it seems to freeze. If Aerith is in the inn she seems to move vertically slightly but other than that the game completely freezes.
 
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Could you put an actual save point in the Temple of Ancients so we can toggle random encounters? I went in with them off and these clock enemies are wrecking me, especially the ones that can attack twice back to back. Luckily, I made a save outside the temple, but I'm going to try to get through it regardless.

Thanks for allowing me to play this game again. I never replayed since I was kid because it was too easy.
 
Sorry for lack of responses, I've been ill the last few days (still recovering but doing better now).

Howdy, its been awhile.

I think someone may have reported this bug before but, after Cargo Ship, when arriving in Costa Del Sol, if you talk to the innkeeper it seems to freeze. If Aerith is in the inn she seems to move vertically slightly but other than that the game completely freezes.
Yeah, I need to sort this out. I thought I'd got it before but it seems not.

Could you put an actual save point in the Temple of Ancients so we can toggle random encounters? I went in with them off and these clock enemies are wrecking me, especially the ones that can attack twice back to back. Luckily, I made a save outside the temple, but I'm going to try to get through it regardless.

Thanks for allowing me to play this game again. I never replayed since I was kid because it was too easy.
I'll place one inside somewhere.
 
So i finished the Ancient Forest, i got 2 Apocalypses for Cloud in there ?!

And whats about this man in the cave at the End, i cant talk to him. https://m.imgur.com/a/azLhZ

Edit :

I updated the NT Mod from 1.4 to 1.5 with the 7thH Iro, from here. Now the man disappered and the cave is empty ?!

Can someone explain me that.
 
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So i finished the Ancient Forest, i got 2 Apocalypses for Cloud in there ?!

And whats about this man in the cave at the End, i cant talk to him. https://m.imgur.com/a/azLhZ

Edit :

I updated the NT Mod from 1.4 to 1.5 with the 7thH Iro, from here. Now the man disappered and the cave is empty ?!

Can someone explain me that.
The situation there is a bit complicated but it boils down to this:

1) The 7H IRO version of NT doesn't include the walkmesh chunk which is only a problem on those screens because I changed the map jump locations directly rather than using field script opcodes. That cave was supposed to be 'removed' from the Ancient Forest and used for the last screen of a new sidequest (the NPC found there relates to this as well).

2) Upgrading from 1.4 to 1.5, there will be differences in variables/switches that can cause oddities.

So the intended sequence of events was that when you reach the last screen of Ancient Forest it puts you back to the world map instead of that cave. The cave is instead used for the last screen of a Disc 3 sidequest which involves that NPC.
 
So the intended sequence of events was that when you reach the last screen of Ancient Forest it puts you back to the world map instead of that cave. The cave is instead used for the last screen of a Disc 3 sidequest which involves that NPC.
yeah i saw this on youtube. Thats why i updated the mod, but when i load a save before the cave and entered it at 1.5 i still get in there but with no NPC in it !

Its bugged for me, but why :( ?
 
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yeah i saw this on youtube. Thats why i updated the mod, but when i load a save before the cave and entered it at 1.5 i still get in there but with no NPC in it !

Its bugged for me, but why :( ?
Its because the cave isn't supposed to be accessed at all, but the 7H IRO version of NT is missing a walkmesh change which means you can still access the cave. IROs split files down into chunks so that they can be mixed together with other mods; I hadn't needed to use the walkmesh chunk until now, so it wasn't included with the IRO.

You're not missing anything in any case, and you can just exit the cave to get back to the world map as normal.
 
\\NT Announcement//

So first of all; happy new year and hope you had a good holiday. I spent mine sick as a dog unfortunately, but on the positive side it gave me some extra time off work which I spent thinking about the state of NT and how to take things forward from here. In the last few weeks, thanks to DLPB's help, I've been able to get to grips with modifying the game's assembly (specifically the executable) which opens a lot of new doors. I can now modify damage formulas, modifiers, and add some new functionality to the menus (like an SP counter for instance, bottom-right): https://imgur.com/a/4Shqc

I think NT, as it is now, has been taken as far as it can; I've scaffolded so many fixes and changes onto it that I can't even keep track of it all anymore. Working and planning for the mod has always been very chaotic and what I make usually conflicts with what I say the mod should be; I wanted it to be a gameplay-only mod that doesn't affect story, but I added that Aeris thing and rewrote all the text. I wanted the game to be fast and snappy to play, but I've added a lot of content & feature bloat. It's been a very weird road from 1.0 to 1.5, lot of design choices have come and gone (like the disastrous 'weather' system, or that business with the hard level cap), but even after all this time I'm still not happy with how NT turned out.

I'm in a weird place where I'm glad that NT has gotten so much positive feedback and attention, but also a bit ashamed at how shoddy it is. I find it difficult to watch streams of it because it usually highlights the fundamental problems that it has. There's too many gimmicks, obtuse mechanics, and arbitrary encounters that either fall flat or just frustrate the player. I've tried to change too much for the sake of having it be different and not kept a clear plan in mind for how things should play out when making a lot of this. I was also pretty burnt out, and 1.5 was kind of a last-ditch attempt to fix some of it before I called it a day and left things be.

But I wasn't expecting to get to grips with assembly; I've gotten back a lot of my energy and drive to work on FF7 again. And it'd be a shame to leave things like this, so the plan I've come up with is:

l) Start with a fresh set of files and produce a 'NT 2.0' with the assembly modifications in place; this'll allow me to drop the work-arounds I've been using until now and implement new functionality directly. This mod will have the name of NT and some features will come across like the option to skip some cutscenes, but it'll essentially be a new mod project.

l) Perform a last wave of bug-fixes and balancing for current outstanding issues in 1.5 and continue to support it with any bugfixes that need done in the future; I want to keep 1.5 available as a 'legacy' version of the mod. The 2.0 build will be drastically different so I'd like to keep this available for people in the best possible shape that I can get it.

I'll go over the finer details later; time's crept up on me, and it's almost midnight; I gotta go s:

Happy new year!
 
O_O

hype.

honestly, i was thinking about asking you if you were done making changes yet. there's assorted things i dislike about the mod that i was just gonna cheat my way around and call it a day, but if you're making a 2.0 i can wait. i've waited this long already.
 
O_O

hype.

honestly, i was thinking about asking you if you were done making changes yet. there's assorted things i dislike about the mod that i was just gonna cheat my way around and call it a day, but if you're making a 2.0 i can wait. i've waited this long already.
Well, seems like a good place to start discussion. Tell me about the things you don't like in the mod so I can avoid making the same mistakes. Same with everyone else reading this, be as honest as you can.

As for 1.5, I'm compiling a list of current issues and I'll post a list of them once I'm ready to make the new patches/installer. I've also got some updated documentation to put up like an FAQ and some fixes to the databases, etc.
 
Well, seems like a good place to start discussion. Tell me about the things you don't like in the mod so I can avoid making the same mistakes. Same with everyone else reading this, be as honest as you can.

As for 1.5, I'm compiling a list of current issues and I'll post a list of them once I'm ready to make the new patches/installer. I've also got some updated documentation to put up like an FAQ and some fixes to the databases, etc.
Have you found ways to change limit breaks at all?
 
Have you found ways to change limit breaks at all?
Limits can be changed more or less freely using a tool called Libre; there were older builds that used a custom .EXE with altered limits and materia bonuses/penalties but it wasn't balanced very well.

***
@SlumDrunk

I was going through the thread and found a post of yours that I missed about Ruby Weapon and it taking an hour and a half for one round; do you mean a single round of combat or for a full attempt?
 
Well, seems like a good place to start discussion. Tell me about the things you don't like in the mod so I can avoid making the same mistakes. Same with everyone else reading this, be as honest as you can.

As for 1.5, I'm compiling a list of current issues and I'll post a list of them once I'm ready to make the new patches/installer. I've also got some updated documentation to put up like an FAQ and some fixes to the databases, etc.
my biggest problem is physical scaling being awful. poor damage early, overpowered as hell late. tifa eventually completes her holy trinity and everything dies in 2 rounds. I had originally intended to just remove all the strength boosting sources and increase weapon str amounts so that early game damage would be better and scale by itself with level. the quadratic increase from base str, level, weapons and limit multipliers just ends up invalidating magic. (except for comet)

i dislike the sp system in its current iteration. only bosses should yield sp and everyone should gain it at the same rate. stick these "limit breaks" behind strong bosses so you get a proper reward for winning a hard fight.

mug not being a command materia that replaces the attack command.

the materia placements also irk me. early exp plus does little due to how you did the exp scaling. deathblow before you get any high accuracy weapons. early counter with nothing useful to pair it with. i dont remember when we get added cut but it's not soon enough.

enemy damage values are all over the place. some encounters absolutely ferning destroy you in seconds whereas others are so easy as to wonder why they even attacked you. tons of enemies without morphs and most morphs are not worth the time to do it. when i would first encounter a new enemy i would be excited. ooh new steals and morphs.............. and then it's ferning junk.

i have no problems with gimmicky bosses. just saying.

and before i forget: if you're doing .exe modifications......please make it compatible with menu overhaul. it is so much more pleasing to play ff7 with that mod.
 
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my biggest problem is physical scaling being awful. poor damage early, overpowered as hell late. tifa eventually completes her holy trinity and everything dies in 2 rounds. I had originally intended to just remove all the strength boosting sources and increase weapon str amounts so that early game damage would be better and scale by itself with level. the quadratic increase from base str, level, weapons and limit multipliers just ends up invalidating magic. (except for comet)

i dislike the sp system in its current iteration. only bosses should yield sp and everyone should gain it at the same rate. stick these "limit breaks" behind strong bosses so you get a proper reward for winning a hard fight.

mug not being a command materia that replaces the attack command.

the materia placements also irk me. early exp plus does little due to how you did the exp scaling. deathblow before you get any high accuracy weapons. early counter with nothing useful to pair it with. i dont remember when we get added cut but it's not soon enough.

enemy damage values are all over the place. some encounters absolutely ferning destroy you in seconds whereas others are so easy as to wonder why they even attacked you. tons of enemies without morphs and most morphs are not worth the time to do it. when i would first encounter a new enemy i would be excited. ooh new steals and morphs.............. and then it's ferning junk.

i have no problems with gimmicky bosses. just saying.

and before i forget: if you're doing .exe modifications......please make it compatible with menu overhaul. it is so much more pleasing to play ff7 with that mod.
I can modify the physical formula directly now which means I don't need to use work-arounds that don't deal with it properly. But more than that, I can also adjust the modifiers given by elemental, critical hits, Berserk, etc. which will make it a lot more stable at end-game when numbers are getting higher.

There's two ways to go with SP; either ditch it and make it locked behind certain story bosses/events or have SP not be character-specific and the player decides who to spend it on (with progressive purchases for a character becoming more expensive each time).

I'll see what I can do about Mug; I was going to adjust Morph and Deathblow as well but I suppose it would be a good idea to do something with Mug too.

In the current build, Deathblow and Added Cut were swapped so you get the former in Great Glacier and the latter in Gongaga. Command Counter doesn't have much to pair with, except maybe Steal, and Morph is a fairly useless pair for it due to the damage being so low. It could be made more useful with a change to Morph's damage and if Deathblow was made available earlier again; that'd give 3 realistic options for it: Steal, Morph, or Deathblow.

EXP Scaling I'm not sure what to do with; could drop the spike thing I went with and go back to a more normal method. Probably need to look at that.

The Steals and Morphs went through a lot of changes; I think what it boiled down to was that I was worried people would be focused on farming the rare steals or trying to Morph bosses and it'd make the game feel like a chore. Feedback generally has been that it was a mistake to remove them (or at least, it was a mistake to remove the majority of the Boss Morphs) as it isn't making the effort of doing it worthwhile.

I'm using HextTools for the .exe changes, which basically means I can apply them to any .exe and change the memory addresses I use if anything clashes. It should be easy enough to make it compatible with other .exes.
 
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