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

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A long time ago, each character had an 'endgame' armour along with their ultimate weapon that only they could equip. It was a bit restricting though, so in the end I got rid of it and made the armour available to all characters. What you describe with a hidden armour likely isn't feasible unfortunately.

It is possible to semi-'lock' a Materia onto a character by placing it into a 'non-slot' of a weapon or armour; it can be removed using certain options like remove-all/exchange however. It'd all be a bit cumbersome to set up.
Cumbersome~minity is a price you gotta pay for EVOLUTION!!!

Jokes aside, "specialized" armor, assorted into tiers, could be a good possibly. I see how it gets too restrictive - on the other hand, if you give multiple options per character(With a few of them overlapping), this could create choice and variety.

Disabling the "remove all" option would be a start. It is, I guess, a rather underused option anyway. If the bit of tedium added via removal of "remove all" is added as a cost, the prize would be a much more diverse cast. There is value in that, from my perspective.
 
This has been on my mind for some time now, and the more I delve into the end game content, the more abundantly clear it becomes. Long range weapons are quite simply, broken/overpowered/balance breaking.

I'm someone whos obsessed with character balance and their overall worth in comparison with others, comes from my history with competitive fighting games, so I really don't like to see characters have something over another that is too advantageous, with no drawbacks.

Long-range weapons are fundamentally broken. -50% damage reduction and full damage. On it's face, how can anyone who frontlines compare with that? They just can't, theres nothing that makes up for it at all. You basically just get free damage reduction and normal damage, while frontliners take 50% more damage and do the same damage. Barret is god tier, yuffie is god tier, cid with long-range weapons is god tier. The more I used Cid with Grow Lance, the more I realized how overpowered it was. Before he was above cloud as a frontliner in what he brought to the party in terms of overall worth. Now that I've put him in the backrow, he gets +50% more damage reduction, for minus 7? attack, which I very easily make up, it's absolutely no problem whatsoever, now there is absolutely no comparison between him and cloud, he is so much better than him in terms of overall party worth.

The only real advantage you get from frontlining is the possibility of more LB's, but that isn't enough to make up for the advantages you get from sitting comfortably in the back with a long range weapon. I'd like to see something change about this, though, I really don't know if it's feasible. Backrow should have some sort of built-in offensive damage reduction, as balance wise, it's completely unfair for one character to take 50% less damage, and still dish out equal damage.

I don't really know how to handle it. As I said, maybe some sort of built-in damage reduction for backrow, maybe even slower limit charge speed? Or frontliners could have increased critical hit? Or even faster limit building? There needs to be something, as the worth of +50%  damage reduc elevates anyone who backlines with a longrange weapon so far over any frontliner, it's completely unfair.
 
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This has been on my mind for some time now, and the more I delve into the end game content, the more abundantly clear it becomes. Long range weapons are quite simply, broken/overpowered/balance breaking.

I'm someone whos obsessed with character balance and their overall worth in comparison with others, comes from my history with competitive fighting games, so I really don't like to see characters have something over another that is too advantageous, with no drawbacks.

Long-range weapons are fundamentally broken. -50% damage reduction and full damage. On it's face, how can anyone who frontlines compare with that? They just can't, theres nothing that makes up for it at all. You basically just get free damage reduction and normal damage, while frontliners take 50% more damage and do the same damage. Barret is god tier, yuffie is god tier, cid with long-range weapons is god tier. The more I used Cid with Grow Lance, the more I realized how overpowered it was. Before he was above cloud as a frontliner in what he brought to the party in terms of overall worth. Now that I've put him in the backrow, he gets +50% more damage reduction, for minus 7? attack, which I very easily make up, it's absolutely no problem whatsoever, now there is absolutely no comparison between him and cloud, he is so much better than him in terms of overall party worth.

The only real advantage you get from frontlining is the possibility of more LB's, but that isn't enough to make up for the advantages you get from sitting comfortably in the back with a long range weapon. I'd like to see something change about this, though, I really don't know if it's feasible. Backrow should have some sort of built-in offensive damage reduction, as balance wise, it's completely unfair for one character to take 50% less damage, and still dish out equal damage.

I don't really know how to handle it. As I said, maybe some sort of built-in damage reduction for backrow, maybe even slower limit charge speed? Or frontliners could have increased critical hit? Or even faster limit building? There needs to be something, as the worth of +50%  damage reduc elevates anyone who backlines with a longrange weapon so far over any frontliner, it's completely unfair.
One thing I can do is reduce the damage reduction and damage-dealt penalty to close the gap.
 
One thing I can do is reduce the damage reduction and damage-dealt penalty to close the gap.
That's good, I was looking for something like that for wallmarket, but couldn't find anything. Another workaround I was thinking if that wasn't feasible, was to up the crit rate of short-range weapons.
 
Another point I'd like to bring up, would be one of my problems with new threat (which is rare) which is that weapon choice at end game, and later game (probably the game in general?) for damage, is almost completely irrelevant, if you aren't talking about things with broken formulas (ultimate weapons/powersoul)

So for example, I'm at 255 attack with Ragnarok, if I switch down to buster sword it's only 23 less attack, the differnce is extremely minimal. The power through weapons alone is almost inconsequential because of the huge stats that you get through ranks. So since I reach max attack so easily and the differnce between starter weapons and end game weapons, is only about 26 points, their effect on your power feels very inconsquential.

And because of this, anything that has a bonus at the expense of weapon attack, is supposed to be an implied handicap, except it never is, because that few points in less weapon damage is almost irrelevant. For example, force stealer heals hp, but its 20 attack down, but that doesn't matter because I can still hit 255, and the worth of that full heal is worth more than the 20 or so attack. Same with vincents high crit weapon, 24% crit? for some 10 attack down than other weapons, but the crit is worth to much, and the 10 attack easily regained. Same deal with Cid and grown lance, something like -8 attack from partisan, but that's absolutely inconsequential and the long range bonus is priceless.

I think, this does ultimately make weapon choice... somewhat irrelevant for anything outside of slots. I would like to see more differnce between say, ragnarok and buster sword powerwise. I'm not sure how this could change, maybe, bring down the amount of stats gained through rank? And up the amount of attack weapons give?
 
Just to add to that

ragnarok;
unknown.png


buster sword;
unknown.png



Of course, it will be more pronounced with crits and on lower def targets, but I'm finding at end game, the damage difference pretty consistently negligible. I know the system is fine tuned so i'd say it's very hard to tweak in any way, I'd just like to see the weapons makeup alot more of the overall brunt of your total attack, because atm, you can basically equip any weapon as long as you want, use a power wrist, and it's the same attack, I don't think weapons should have that little weight.

In the original for example, it's 18 attack for buster sword, and 100 attack for ultima weapon, the differnce is massive. Though I don't think it's a huge deal, I do think something like an overall tone down on the amount of stats you get from rank up could benefit the game, and allow you to give more weight to weapon choice.

 the brunt of your attack comes from

44-50 for end game weapons

30-40 for starter str

120 max for rank up str (cloud)

35 for acc

20/40 for armor

the amount of weight in the  stats from ranking up is extremly high imo, and taking away alot of meaning in weapon choice, I think this could be an area to take a look at
 
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After clearing the 3 Junon Leagues, I went back and talked to the soldier that registers you for the league. When he asked which league I wanted to pick, I selected "cancel" and it caused a softlock.

Also, I was fighting Carmine Weapon without the Underwater Materia. I beat it, but as the victory fanfare played and my characters did the victory poses, the timer hit zero and I got a game over. When I reloaded the save file, I was back at the world map by the sub, but the experience screen and item screen with the earth harp and gil appeared and I couldn't interact with them.

And is there an updated version of the "where is the thing" guide? I'm trying to find all the ultimate weapon materials and I assume the list provided can't be right because I found some of the things before the crater, which is where they're listed as existing.
 
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Hello - just started your mod and really enjoyed it so far. Problem is I just got to Red 13 and noticed he does not have E. Skill equipped. I think this may be because I didn't switch the mod on in 7H until after the first sector bombing. Is there anyway to get reset it so that it works properly going forward or do I need to restart the entire game?
 
the amount of weight in the  stats from ranking up is extremly high imo, and taking away alot of meaning in weapon choice, I think this could be an area to take a look at
The issue I ran into with Strength is that the range to work within can get very cramped compared to Magic, which has no weapon modifier to consider (except for magic bonus on certain weapons but this typically doesn't exceed 30). Strength has to be split between:

-) Weapon
-) Character's base stat
-) Lower/Upper ceiling of Rank-Up boost
-) Armour
-) Accessory
-) Materia
-) Innate (if applicable)

One thing I could do is separate the Weapon strength from character strength and have this be used in the physical damage formula on its own; that way, a weapon with higher base power will always be better than a weapon with lower base power in the event that the stat approaches its cap of 255.

As for redistribution, it depends. Having a new character development system, I wanted it to be worthwhile and it was replacing stats from levels so it needed to be significant. Moving the stat boosts more onto the equipment is just as viable (and could potentially be better, depending on how it is implemented).

After clearing the 3 Junon Leagues, I went back and talked to the soldier that registers you for the league. When he asked which league I wanted to pick, I selected "cancel" and it caused a softlock.

Also, I was fighting Carmine Weapon without the Underwater Materia. I beat it, but as the victory fanfare played and my characters did the victory poses, the timer hit zero and I got a game over. When I reloaded the save file, I was back at the world map by the sub, but the experience screen and item screen with the earth harp and gil appeared and I couldn't interact with them.

And is there an updated version of the "where is the thing" guide? I'm trying to find all the ultimate weapon materials and I assume the list provided can't be right because I found some of the things before the crater, which is where they're listed as existing.
I had a fix implemented for the menu when I updated the installer/IRO and hotfixes; are you on the latest version? Let me know if you are, as I'll need to re-attempt a fix.

What you ran into with carmine was a rare(ish) glitch that exists in the original game and has to do with the way the game handles memory: http://finalfantasy.wikia.com/wiki/Emerald_Weapon_countdown_glitch
Some interesting effects can be achieved with the glitch, but it can be dangerous. There's a video on that wiki page showing some of them.

I added some of the weapons to drop outside of the crater earlier, but copies of them are still acquired from Crater enemies by drop and steal; for the steal though you'll need a sneak glove equipped which can be obtained from Wall Market as before.

Hello - just started your mod and really enjoyed it so far. Problem is I just got to Red 13 and noticed he does not have E. Skill equipped. I think this may be because I didn't switch the mod on in 7H until after the first sector bombing. Is there anyway to get reset it so that it works properly going forward or do I need to restart the entire game?
You'll be missing more than that, the kernel initialises the 'starting state' of the game's characters such as their stats, equipment, etc. Tifa is supposed to join with Cover Materia, Aeris with Barrier, Heal, Earth, and Revive, Red with E.Skill, elemental, and Demi. Barret, Tifa, and Aeris will likely have joined with triple AP weapons equipped as well, because I converted their original starting weapon into one (they each have an extra weapon tier that's behind Buster Sword).

When playing a mod for the first time, it's important to always start from a new game.

As for your options now, I would recommend using a save editor to add/change the equipment and stats of your characters to get back on track. Black Chocobo save editor is the best one to use, but as a precaution make a back-up of your save files before doing anything.

Using default weapon names as these are how the save editor lists them
Code: [Select]
Code:
CloudSTR: 43VIT: 28MAG: 27SPR: 32DEX: 16LCK:14BarretSTR 45VIT 43MAG 9SPR 37DEX 8LCK 12Starts with Assault Gun (remove Gatling Gun from inventory)TifaSTR 47VIT 12MAG 23SPR 18DEX 32LCK 9Materia: CoverStarts with Metal Knuckle (remove Leather Glove from inventory)AerisSTR 22VIT 11MAG 47SPR 22DEX 32LCK 25Materia: Barrier, All, Earth, Revive, HealStarts with Mythril Rod (remove Guard Stick from inventory)RedSTR 35VIT 27MAG 32SPR 25DEX 35LCK 12Materia: Destruct, Gravity, Elemental, Enemy SkillSame equipment as default gameYuffieSTR 37VIT 8MAG 38SPR 11DEX 50LCK 12Materia: Throw, Added Effect, Exit, Time, Enemy AwayCait & Vincent - initialised in .EXE so no worries about these guysCidSTR 50VIT 34MAG 12SPR 10DEX 11LCK 90No materia, default equipment
 
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Appreciate the reply, Sega. I may just start over since I wasn't too far. Good to know going forward. I thought I had actually started with NT but apparently misclicked early on. Bah :(
 
Hey, quick question:

Other than manually deleting the patched files, uninstalling FF7, and re-installing FF7, is there a way to uninstall the mod?

I played it, and it was great, but I'd like to go back and play the original, vanilla game again.

I have the Steam version, if that makes any difference.

Thanks in advance.
 
Sorry to bother - but where is the long range materia in this mod? I remember there being a different materia in its place way back at those caves and haven't seen it since.
 
Where is the Alpha enemy skill? I've done almost all of the optional content including the enemies that Proud Clod says has it, but none of them used it.
 
Other than manually deleting the patched files, uninstalling FF7, and re-installing FF7, is there a way to uninstall the mod?
You will have to delete and reinstall if you failed to make a back up.If you did make a back up of your data folder and ff7 exe then just put the backups back into their location and it will be good to go. Heres what was written in the install directions on the main post

Installation is relatively straight-forward and covered in the linked video:
1) Download the patcher
2) Extract the patcher
3) Locate the Data folder inside the FF7 folder; make a backup of this folder.
4) Run the patcher as admin and specify the game's 'Data' folder for installation.
5) Run the game and select New Game; a message should appear confirming NT installation

Sorry to bother - but where is the long range materia in this mod? I remember there being a different materia in its place way back at those caves and haven't seen it since.
The long range materia is a reward for doing a side quest that ill post in spoiler
 Turning in the earth harp, desert rose and guide book to the old man in Kalm  is different in NT, just get those and turn them in to him.


Where is the Alpha enemy skill? I've done almost all of the optional content including the enemies that Proud Clod says has it, but none of them used it.
If you are using the most up to date version of the mod then Alpha has been replaced by Transfusion. If you are using an older version it can be obtained from the Zolom.
 
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I'm using the most up to date version. Alpha Zolom has Beta. Proud Clod says Masked Man and Death Dealer have Alpha, but they never used it and I waited a long long time and even checked if it was triggered by limit breaks.

Proud Clod says "Transfusion" does not exist on any enemy, but I tried anyway. Death Dealers are immune to Manipulate. I tried that for several minutes with HypnoCrown equipped.

Just to be sure, I am using the 17th July 2018 build taken from this thread. I'm using the included .exe on the steam version with no other mods. Everything else has worked perfectly from start to finish with 0 bugs.
 
Hey, quick question:

Other than manually deleting the patched files, uninstalling FF7, and re-installing FF7, is there a way to uninstall the mod?

I played it, and it was great, but I'd like to go back and play the original, vanilla game again.

I have the Steam version, if that makes any difference.

Thanks in advance.
Rather than reinstall, if you go into steam library and right-click FF7, select properties, then the Local Files tab. Should be an option there called 'verify the integrity of game files'; that'll revert FF7 to default by replacing the altered files (saves a fair bit on redownload/reinstall as NT only affects about 200mb or so of the game files).

In future though, to avoid having to download files you can either make a copy of the game's data folder or specifically the battle.lgp, scene.bin, kernel.bin, kernel2.bin, flevel.lgp, and char.lgp which are located in the battle, lang-en/battle, lang-en/kernel, and field folders respectively (inside data folder). It's generally less of a headache though (but more storage space) to just have a copy of the entire data folder you can swap to otherwise you need to rename multiple files.

I'm using the most up to date version. Alpha Zolom has Beta. Proud Clod says Masked Man and Death Dealer have Alpha, but they never used it and I waited a long long time and even checked if it was triggered by limit breaks.

Proud Clod says "Transfusion" does not exist on any enemy, but I tried anyway. Death Dealers are immune to Manipulate. I tried that for several minutes with HypnoCrown equipped.
I'll check to see who uses it and whether they can actually use it or not.
 
Rather than reinstall, if you go into steam library and right-click FF7, select properties, then the Local Files tab. Should be an option there called 'verify the integrity of game files'; that'll revert FF7 to default by replacing the altered files (saves a fair bit on redownload/reinstall as NT only affects about 200mb or so of the game files).

In future though, to avoid having to download files you can either make a copy of the game's data folder or specifically the battle.lgp, scene.bin, kernel.bin, kernel2.bin, flevel.lgp, and char.lgp which are located in the battle, lang-en/battle, lang-en/kernel, and field folders respectively (inside data folder). It's generally less of a headache though (but more storage space) to just have a copy of the entire data folder you can swap to otherwise you need to rename multiple files.

I'll check to see who uses it and whether they can actually use it or not.
Hey, thanks a lot! Also, I loved the secret dance party at the end. Very funny stuff.
 
So hey, finally downloaded and installed this mod, and I just gotta say, great work so far, but... who's the goofball who made Aries' line at the pipe "THESE guy is sick?!"XD
 
Hi I have encountered a bug with Yuffie, basically I had the conversation with RED who tells me that he can find her so I got out of Kalm Town and the ittle scene with her dialogue shows up, I answered her correctly and got her in party but after that RED got stuck there and I had the same conversation over and over even with her in party. I went away and forward with the plot without her in party well after the Mithril mines, after I received a couple of telephone calls from her but I still could not use her. I went back to Kalm Town and this time RED was not there anymore, so I'm trying to find her in the forests around Junon but she doesn't show up. Is there anything I can do to have her in party? She even shows up in the Rank Up system where you can check the SP obtained...
 
So hey, finally downloaded and installed this mod, and I just gotta say, great work so far, but... who's the goofball who made Aries' line at the pipe "THESE guy is sick?!"XD
The person responsible was fired.

Hi I have encountered a bug with Yuffie, basically I had the conversation with RED who tells me that he can find her so I got out of Kalm Town and the ittle scene with her dialogue shows up, I answered her correctly and got her in party but after that RED got stuck there and I had the same conversation over and over even with her in party. I went away and forward with the plot without her in party well after the Mithril mines, after I received a couple of telephone calls from her but I still could not use her. I went back to Kalm Town and this time RED was not there anymore, so I'm trying to find her in the forests around Junon but she doesn't show up. Is there anything I can do to have her in party? She even shows up in the Rank Up system where you can check the SP obtained...
I tested the scene and it behaved correctly, so we'll go through this step by step because parts of your bug report are confusing me.

-) 'Answered her correctly'; there are no dialogue choices in NT's Yuffie recruitment scene. Did you get the fight where all five party members participate all at once?

-) 'Red got stuck there'; was he stuck in the grass field or is he still appearing in Kalm? After the grass field scene, the game should be placing you outside Kalm.

-) 'Got her in the party' + 'I went away and forward with the plot without her in party'; so is she in the party or is she not? I'm assuming you did get the NT scene, but the game didn't actually add her to your PHS roster.

-) 'After I received a couple of telephone calls from her'; no idea what this means, I'm assuming dialogue is appearing for her but she isn't visible in a scene? Where did this occur?

I also need to know if there are any other mods installed, particularly mods that affect field screens? And is this the regular installed version or are you using 7H Mod Loader? Either there's been interference from another mod, you're using an old IRO (the NT mod from 7H's catalog is likely out of date; recommend using the one from front page of this thread instead), or there's a weakpoint in the scene's script that you've found (if you have a save file from before, I'd recommend trying to go through the scene again and seeing if this problem happens consistently).

You can fix the issue on your current file of not being able to select Yuffie by using a save editor (Black Chocobo tool) to make her available for PHS selection.
 
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