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

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@Chronoseth
-) It's a one-time item you can get from Aps via Morph so I felt that it would be OK. One of the planned fixes is to make the boss Morphs better/consistent again.

-) The Vector nodes spawn I assumed was due to people killing the boss before it could reach the criteria needed (2 attack cycles) but maybe it's an actual AI problem. I'll have a look at it properly, it's been mentioned quite a few times now.

-) The thing with the Limits is I wanted a (loose) theme for the damage-dealing ones (Clouds was defence-reduction, Yuffies was speed reduction, etc).
- I don't mind getting a strong item from Aps, but Dragon Scales in particular instagib or gut most the other bosses in Midgar. Actually using it feels like cheating, especially since Aps is one of the easier bosses to morph. It particularly cheapens Arrange Thousand Gunner.

- Just now I let Vector run through its script six times, bringing it to low HP halfway through, and it never spawned the nodes. Vector Storm, Lasers, Bacteriophage, Nucleic Laser, Transducer, repeat.

- After playing with them more, it's mostly just Braver and Climhazzard that seem off to me. Other limits with similar effects tend to have some other trick to them, but Braver and Climhazzard remain practically clones of eachother. Still better than the original game, though; I really like the limit changes as a whole.


There's some more stuff I've noticed in another playthrough. I ended up starting over because of how over-leveled I got.

  • Each of Shake's images can be targeted and attacked individually. A patient player can morph each one for several copies of Sprint Shoes. The battle only ends when ShakeA is defeated.
  • Chekhov's opening move doesn't have an apparent effect, unless it's Slow and I just didn't notice.
  • Chekhov can't break out of confusion because they're immune to physicals. Inflicting it is an auto-win.
  • Doorbulls lack a berserk command, just saying their MP is depleted and doing nothing.
  • MP Plus can be sold for 560000 gil, completely destroying the game's economy.
  • Cait Sith is conspicuously absent from the group talk scene after Aeris gets skewered. Unless he's hiding somewhere.
  • Aeris' Flower Girl rank-up claims to increase Luck, but it increases Spirit instead.
  • Reno's opening move in the Gelnika Turks fight is weird. Maybe it's supposed to be a fakeout, but Resist stops Death Sentence from actually doing anything.
  • Sculptures in the North Crater counter physicals with Barrier-All and magic with MBarrier-All. This results in them countering Barrier with MBarrier when in a group together.
  • MP Turbo's Magic penalty means it's not actually beneficial unless the character already has exceptional Magic.
  • Summons seem weak, but I haven't quite figured out why. It's like they don't ignore defense anymore, but I haven't been able to confirm that.
I also noticed something weird with Gorkii's name, but I think that one is intentional. :P


More opinions:

  • Does every Unknown in the Sunken Gelnika need to counter limit breaks with an eject or similar? Just walking through the area is tedious because they're so dangerous, and there's little reward for actually fighting the things.
  • I think a strength/magic penalty would fit better for Elemental (and maybe Added Effect) than a defense penalty. As is I'm having difficulty justifying its use.
  • I'm having a bit of trouble finding a role for Tifa. The Powersoul and Master Fist are busted, obviously, but that seems to be just about all she offers. Her magic isn't high enough for a proper support role, she pretty much requires a tank to stay alive, and her strength is outmatched by the innate abilities of Cloud and Barret. She's fast, but Yuffie is faster and can sit in the back row.
  • Are the normal attacks from 8-Eyes supposed to deal 50% of a character's max HP as damage? It feels unfair, and it's only the start of their nonsense. If it deals elemental damage I haven't figured out the element yet.
 
Hi Sega. I'm new here, thanks for the great mod.

Just a couple things to note:

Until recently I've been running the Sept. 12th 2017 build. I had a similar bug to what someone mentioned earlier, which is that beating the Dark Cave sidequest boss never gave me the mystile, and I was immediately booted out of the cave after the fight (I don't know if that's normal).  The Highwind guy allowed me to fight the boss again, but I was never able to get the mystile out of it.

I just installed the March 10th build hoping that it would fix my problem, but now the Highwind guy only mentions the Aeris dead/alive check and nothing else.

Additionally, I'm looking for the "Magitek Ashes" item, but after clearing 100% of the game I haven't been able to find that anywhere. Is that associated with the end of the Dark Cave that I was not able to access?
 
Hi Sega. I'm new here, thanks for the great mod.

Just a couple things to note:

Until recently I've been running the Sept. 12th 2017 build. I had a similar bug to what someone mentioned earlier, which is that beating the Dark Cave sidequest boss never gave me the mystile, and I was immediately booted out of the cave after the fight (I don't know if that's normal).  The Highwind guy allowed me to fight the boss again, but I was never able to get the mystile out of it.

I just installed the March 10th build hoping that it would fix my problem, but now the Highwind guy only mentions the Aeris dead/alive check and nothing else.

Additionally, I'm looking for the "Magitek Ashes" item, but after clearing 100% of the game I haven't been able to find that anywhere. Is that associated with the end of the Dark Cave that I was not able to access?
The problem was that the fight ended without a results screen, so I shifted the Mystile to the field script. You could try using the black chocobo save editor tool to add one, it should be OK with NT save files so long as you don't tinker with anything else like character EXP (and remember to make a backup of your save folder in case the launcher acts up and deletes them).

The ashes item may not be available anymore. I think it used to be dropped by the old KOTR cave boss.
 
Even more weird stuff, though I think some if it has been mentioned before:

  • Party members can cast Pearl as frogs. I assume this is because it uses the ID originally meant for Toad.
  • Stardust Ray deals very little damage, even on a magic-focused Red XIII. It doesn't even keep up with Blood Fang.
  • In Midgar during Disc 2/3, Aeris seems to have disappeared from the church and Cait Sith doesn't have any dialogue in the bar in Wall Market.
  • Cait Sith's Battle Trumpet has 0 growth. It's ostensibly a triple-growth weapon.
  • Cid's Hyper Jump doesn't use the right animation; for some reason he does his spellcasting animation (like Dragon) instead of jumping and the effects are centred on him. It can still crash the game.
  • Malboros don't have their drop/steal/morph set up the way the rest of the North Crater enemies do. They drop Sniper CR, morph into Outsider, and M_Tentacles are stolen from them.
  • Rude can cast Turk Cure on the player party if he's confused. I'm not even sure how I managed that, honestly. It only happened once, during the fight during the Midgar raid.
  • After defeating the Nycaloptian Dragon (is that still its name? The dragon in Cid's limit quest), random encounters play the Weapon Raid theme until you leave the area.
  • The Mimic looks like Ifalna at first, then suddenly looks like Aeris when you get close.
  • The first hit of Planet Destructor removes barriers, but the visual effects of MBarrier aren't removed until the attack completes.
  • The last word in Yuffie's dialogue after defeating the mimic gets split across two lines.
  • Trying to reenter the area the Mimic was in led to Cid getting stuck.
  • Gun in the Junon League is hidden behind the railing because of the camera angle and uses Tseng's defeat line.
Dark Cave stuff:

  • Various area transitions throughout the quest reset the background music.
  • It seems starting the quest with Tifa or Cid as party leader results in them being locked in the PHS.
  • After talking to the guy that disappears at the beginning, trying to backtrack triggers the scene with him again.
  • In the reactor, there's a 0:00 timer in the corner. I get the impression that's not supposed to appear until the "bomb" is set.
  • On touching the save point in the reactor, a large blank dialogue box appeared behind the timer.
  • During the Amalgam battle, Red XIII and Vincent are facing the wrong way.
  • Spectral Hojo is really weak. It only managed to use Goner before Cloud and Red XIII tore it to shreds.
  • Mirage's attack which causes Petrify and Resist also inflicts what looks like Slow-Numb on top.
  • After completing the quest, the Key to Sector 5 was missing from my inventory. I was able to get it back at Bone Village, though.
 
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Yet more bugs and general weirdness, still from an Arrange run. This is probably the last of it for a while, though.


  • Most important first: the Pinnacle Sephiroth fight didn't work for me. I was never given a chance to make the second party, so it wound up empty, crashing the game when swapping parties. I managed to work around it with Ochu, though that led to the fight being a bit buggy.
  • Cid's Second Wind will show its activation message after every action while he's defending, even after his HP/MP has been refilled. This continues until he takes another action, and will reoccur if he defends again.
  • Princess Guard targets the enemy party by default.
  • During Barret's limit quest, Scorp's AP Rifle is ridiculously strong compared to the rest of its attacks. It currently ignores defense and row, hitting for 4000 through barrier and very often critting for 8000.
  • The weaponsmith still asks for a "Red Crystal" to craft Limited Moon.
  • The Centclip has its vanilla attack of 58.
  • Vincent getting manipulated by Lucrecia while in Death Gigas results in very long "animations". I imagine the same happens with his other limit forms.
  • Omega Weapon's Terra Break did a lot less damage than I expected. A party of Cloud, Cid, and Vincent survives easily with no special preparation. Ultima, meanwhile, wipes out the party except for Cloud.
  • Added Effect=Barrier includes Shield in its effects.
  • Ultimate End still shows either nothing or a jumbled mess as its name when cast.
  • Carmine Weapon uses some ability after its eyes are destroyed, which looks like Search Scope. Its name doesn't stay on screen long enough for me to read it, and it has no apparent effect.
  • In Kalm on disc 3, Elmyra is stuck on the thing in the middle of the town.
  • The battle message at the start of the Chokhmabo battle calls it "Yahcobo". I think the latter is its old name.
  • The Kalm Traveler rewards you with Long Range for one of the items you give him, then defeating the master materia gives you another one.


Edit: I should probably mention that I've been playing with the IRO, dunno if that matters.
 
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I seem to be stuck on the Shinra building lift boss, the one with the robots. The animation for the glass shattering and the bosses coming down plays, but then the ATB gets stuck in wait mode. I can't progress it seems

EDIT: Nevermind I forgot I was running Ochu to speed up the battles, turning that off let me progress.
 
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steam user here.
Whenever i run down the slope to begin the Northern Crater dungeon with Cid as the party leader, upon screen transition it teleports me back to the chocobo pen inside the highwind.

Also, i was running an older build  (1.4) and used the Leviathan scales to enter the burning caves in wutai for its loot. i then updated the game when i found said update (1.5 so i could do the limit quests ect) and i cannot seem to trigger whatever is supposed to happen within the caves.

aside from that the only major issues ive come across is occasional game lock ups where an enemy or character would go to use an ability and the battle would just stop in its tracks and nothing would do any actions (two i recall were the sandworms in coral prison desert and once when i tried to use Vincents Hellmasker limit)
 
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steam user here.
Whenever i run down the slope to begin the Northern Crater dungeon with Cid as the party leader, upon screen transition it teleports me back to the chocobo pen inside the highwind.

Also, i was running an older build  (1.4) and used the Leviathan scales to enter the burning caves in wutai for its loot. i then updated the game when i found said update (1.5 so i could do the limit quests ect) and i cannot seem to trigger whatever is supposed to happen within the caves.

aside from that the only major issues ive come across is occasional game lock ups where an enemy or character would go to use an ability and the battle would just stop in its tracks and nothing would do any actions (two i recall were the sandworms in coral prison desert and once when i tried to use Vincents Hellmasker limit)
The cid thing sounds like a logic flaw of some kind, maybe to get around some problem or other. I'll make a note to check that out.

The Da Chao fire cave event triggers when the 2nd chest is opened (or it may have been when the last set of fire is cleared out) so updating to the new version after clearing out the fire/chests will probably have ticked the activation variables, rendering it unavailable. If you missed the battle, then you could try downgrading to 1.4 again and checking out the shrine in Godo's House, the fight used to be found there instead.

Sandworms should be behaving themselves in the 1.5 version, as for Hellmasker I don't know, maybe the Frog status from his Nightmare attack if you're using 60fps mod or similar; seems that status breaks it.
 
Nevermind

I got it working now

i still used to installing this mod on the data folder in the past
 
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The cid thing sounds like a logic flaw of some kind, maybe to get around some problem or other. I'll make a note to check that out.

The Da Chao fire cave event triggers when the 2nd chest is opened (or it may have been when the last set of fire is cleared out) so updating to the new version after clearing out the fire/chests will probably have ticked the activation variables, rendering it unavailable. If you missed the battle, then you could try downgrading to 1.4 again and checking out the shrine in Godo's House, the fight used to be found there instead.

Sandworms should be behaving themselves in the 1.5 version, as for Hellmasker I don't know, maybe the Frog status from his Nightmare attack if you're using 60fps mod or similar; seems that status breaks it.
As far as cid and the final dungeon goes i noticed that he doesnt attempt to jump down the first few steps (like cloud does) so maybe it involves cid's jumping animation.

the hellmasker glitch happened when i used the limit. Vincent just stayed vincent and didnt even transform causing the game to halt. i was on 1.4 then i think though so it may not happen in 1.5.

Either way thanks for the awesome mod! gonna replay it again with a different team comp
 
started playing new threat, haven't even made it to the second reactor and still so many new things in the game I'm amazed lol. I just got to the part where you jump the train, and walked all the way back to the end where you fight the shinra, cause It was always my childhood tradition to go train there for hours on end and get jacked up for the beginning of the game. To my surprise there's even new content added here! a few battles in and they bring out an attack chocobo!, and it was a damn hard fight, almost lost, and got a chocobraclet for it, which gives massive luck and dexterity boost. little un expected things like this completely re vitalize the whole game, now I can walk around exploring every crevice, not knowing what I might find. thank you for making this
 
does anyone know the answer: does morph work on bosses that don't actually morph at the end because they don't die or whatever i.e rufus, turks, cause i noticed sometimes if i morph those bosses there is an extra item at the end, was wondering if they still give you morph items.
 
Howdy. First off, love the mod. Makes the game feel so much more natural and makes characters more useful, instead of the three you just stuck with. Noticed a typo in Sector 5 before going to Aeris' house for the first time, when going to the the 'man in the pipe', Aeris pops out and says "He am sick" or something along those lines. Not really a huge deal but it does look funny. Other than that it's perfect, haven't had a single crash in my 50 hour save, just about to fight Hojo during the raid.

On a side note, when you check your accrued SP, there's a character labeled as ????. Is there a secret character somewhere or is it there to mess with people, just curious as it's been bugging me for a bit
 
Secret Spoiler?

So uh.... after playing the melody at shinra mansion, what is released? And what is "ma"? I'm so confused.
 
@Sega Chief
Ah yes, I was referring to the issue with X-Cut. I just don't know if the problem is that move for sure since I haven't encountered the issue again.

Also, the Aps Dragon Scale feels great. It reminds me strongly of FF5 where you can break elemental rods to nuke any early game boss. Good times.

@zbrown
Rufus and the Turks do not morph into anything. Same goes for Palmer and Hojo. You can try it on pretty much every other boss outside of endgame bosses.
 
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I'd like to chime in, this mod is great! What a wonderful new spin on a wonderful but slightly flawed game.
Now, I have a few questions that I can't seem to find answers to...
I'm currently in the Midgar Raid portion of Disk 2. Cloud is level 71 and at maxed Rank - he's got 180 strength, 226 attk but is barely doing 1000 points of damage against the enemies there. Then Red XIII waltzes in with his 150 magic and does anywhere between 2000 and 8000 damage, depending on the spell/weakness. It seems to me that Cloud should be doing much more damage - can anyone tell me why he isn't? Since he's MAX Rank, he's got nowhere to go, either. This is the case with all the characters, with their standard attacks, actually. Am I missing something?
Also I was curious about the ???? character on the Rank Up screen, as mentioned above. Is that something to be implemented in the future?
 
I'm currently in the Midgar Raid portion of Disk 2. Cloud is level 71 and at maxed Rank - he's got 180 strength, 226 attk but is barely doing 1000 points of damage against the enemies there. Then Red XIII waltzes in with his 150 magic and does anywhere between 2000 and 8000 damage, depending on the spell/weakness. It seems to me that Cloud should be doing much more damage - can anyone tell me why he isn't? Since he's MAX Rank, he's got nowhere to go, either. This is the case with all the characters, with their standard attacks, actually. Am I missing something?
Some combination of Deathblow, Slash-All, Throw, Multi-Cut, Counter Attack, Command Counter, and Added Cut is needed for strength-focused characters to shine. You might not have Slash-All and Multi-Cut yet as they're in the Ancient Forest, but you should have everything else.

That said, the enemies in the Midgar Raid are generally weak to magic and resistant to physicals for whatever reason. Ultima and Comet2 are also pretty overpowered when they're first available.
 
It's also important to note that elemental Materia will create more favorable damage comparisons for physical attacks. Be on the lookout for machines, beasts, and humanoids, as they offer very consistent weaknesses to exploit.
 
Okay, fair enough - I was expecting physical attacks to at least be able to break 1500  by max rank, it feels a bit useless to have dumped so much of Cloud's development into STR though if he's not going to get much stronger at this point. I'll have to revisit strategy... and hey, at least I don't have to use him in a little bit!
 
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