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

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Is there any other way to acquire it? Because I always get different items then the ones I'm supposed to looking at the walkthrough videos of the mod. Maybe a drop from some mob?
 
all of the posted videos are of a much older version of the mod. Theres a readme included in the download called "where is the thing" that will tell you where to find materia and eskill. but its a little outdated as some of the things have been removed or changed. Your sure fire way to find the location of things is to download the Proudclod scene editor and the Makoureactor flevel editor and search for the eskills and materia/items you want in them. But thats for moderate -> advanced users.
 
Hello everyone. Newbie on here.

I've recently played this mod and I've got to say I enjoyed it from beginning to end, so congrats for your work Sega Chief. I am a seasoned player of FF7 myself and there were a couple of times when I died because I didn't set up properly. I'd like to share some of my views on the mod if you don't mind.

  • Somehow, this new rebalance of materia increasing/reducing stats felt a bit odd, especially during the first half of the game. I was not interested in equipping various materias just because they would reduce a character's stat to 0. It wasn't much of a problem later on, though, since you had more options to compensate.
  • I love the idea of not having to grind in game, but I was leveling up too fast for my liking. I was receiving a bunch of exp from bosses already so I ran from most encounters unless I wanted to morph a certain solo enemy, but these awarded a ton of exp as well. This led me to end up with lvl 1 limits for most characters on disc 3 (which I'm not too worried about) even though I tried switching them from time to time. I'm aware that you reduced the requirements to get new ones but since exp plus is obtained rather early, it could be a good idea to reduce exp gained in battles a little.
  • Also, I know it has to be difficult to make the game more balanced and I understand why you modified certain wepon/armor/accessories to try to make the game challenging. But just like with materia, after trying some I felt reluctant to use certain ones. For instance, ribbons are almost useless now (imo) because you would want to be able to cast barrier/mbarrier/shield in those few fights that truly require overall stat protection and you'd be better off using added effects and other accessories. Plus, it seems that some enemies override their effect (and the same goes for resist), though not sure that is intentional (which would make them pointless) or if it's some kind of bug. Or sprint shoes, which won't grant you haste anymore after a character is reanimated.
  • Finally, there could be a blatant message to emphasise the importance of destruct materia. Just a suggestion, as I've seen some people do not realise that dispel is your best friend here and they start cursing the mod and criticising it.

As a side note, I noticed that Cait Sith triple weapon is actually wrongly adjusted. The slot type is fine, but the growth says 'nothing' (and I checked you don't gain AP). Also, is vincent's triple weapon missing? Or am I just to blind that I cannot find it in the Genilka?

Anyway, I'm thinking about starting another playthrough when I have time, but on Arranged mode this time. Is there much of a difference apart from changes in enemies AI? And will the spreadsheets still be useful or have items changed completely? There isn't much info about it on the documents. Sorry for the lengthy post, and congrats again for this great mod!
 
Is there any other way to acquire it? Because I always get different items then the ones I'm supposed to looking at the walkthrough videos of the mod. Maybe a drop from some mob?
As of the latest version, Multi-Cut should be in the treasure box at the very end of the forest (note that the cave screen is no longer used with ancient forest). Should be to the right of this location at end:

forest5.jpg



Hello everyone. Newbie on here.

I've recently played this mod and I've got to say I enjoyed it from beginning to end, so congrats for your work Sega Chief. I am a seasoned player of FF7 myself and there were a couple of times when I died because I didn't set up properly. I'd like to share some of my views on the mod if you don't mind.

  • Somehow, this new rebalance of materia increasing/reducing stats felt a bit odd, especially during the first half of the game. I was not interested in equipping various materias just because they would reduce a character's stat to 0. It wasn't much of a problem later on, though, since you had more options to compensate.
  • I love the idea of not having to grind in game, but I was leveling up too fast for my liking. I was receiving a bunch of exp from bosses already so I ran from most encounters unless I wanted to morph a certain solo enemy, but these awarded a ton of exp as well. This led me to end up with lvl 1 limits for most characters on disc 3 (which I'm not too worried about) even though I tried switching them from time to time. I'm aware that you reduced the requirements to get new ones but since exp plus is obtained rather early, it could be a good idea to reduce exp gained in battles a little.
  • Also, I know it has to be difficult to make the game more balanced and I understand why you modified certain wepon/armor/accessories to try to make the game challenging. But just like with materia, after trying some I felt reluctant to use certain ones. For instance, ribbons are almost useless now (imo) because you would want to be able to cast barrier/mbarrier/shield in those few fights that truly require overall stat protection and you'd be better off using added effects and other accessories. Plus, it seems that some enemies override their effect (and the same goes for resist), though not sure that is intentional (which would make them pointless) or if it's some kind of bug. Or sprint shoes, which won't grant you haste anymore after a character is reanimated.
  • Finally, there could be a blatant message to emphasise the importance of destruct materia. Just a suggestion, as I've seen some people do not realise that dispel is your best friend here and they start cursing the mod and criticising it.

As a side note, I noticed that Cait Sith triple weapon is actually wrongly adjusted. The slot type is fine, but the growth says 'nothing' (and I checked you don't gain AP). Also, is vincent's triple weapon missing? Or am I just to blind that I cannot find it in the Genilka?

Anyway, I'm thinking about starting another playthrough when I have time, but on Arranged mode this time. Is there much of a difference apart from changes in enemies AI? And will the spreadsheets still be useful or have items changed completely? There isn't much info about it on the documents. Sorry for the lengthy post, and congrats again for this great mod!
The materia bonus/penalties were altered recently to have more of an impact, but there's likely fine-tuning needed to be made.

EXP was an issue in the original builds of the game, so I built in some 'soft-caps' to every 10 levels (11, 21, 31, 41, etc.) to try and help with that, increasing the EXP given by enemies in later areas at an exponential rate to boost players through the caps; it sort of works, but not for everyone. A potential alternate solution is maybe setting it so that enemies give reduced EXP once the player party is higher level than them.

As for Destruct, I think it starts equipped on Red XIII. If Sample HO512 made use of some grand ability that gives statuses like Peerless or Shield, then some text claiming Destruct/Debarrier will work against it, then that might keep it in player's minds as something that can turn a fight around for the future. I've seen a lot of runs where Destruct is usually shelved and forgotten about.
 
The materia bonus/penalties were altered recently to have more of an impact, but there's likely fine-tuning needed to be made.
Yeah, I noticed. I started playing through 7th heaven and then updated the .exe and realised they had changed (luckily I was just in sector 5). I think independent and summon materia are OK, it was the rest that I thought did not fit that well (at least to me). Magic materia is now less harsher while command and support had some important reductions. Yet again, it may be the best option to avoid using the same strategies through the entire game.

EXP was an issue in the original builds of the game, so I built in some 'soft-caps' to every 10 levels (11, 21, 31, 41, etc.) to try and help with that, increasing the EXP given by enemies in later areas at an exponential rate to boost players through the caps; it sort of works, but not for everyone. A potential alternate solution is maybe setting it so that enemies give reduced EXP once the player party is higher level than them.
As you said, it could work for some people. That would be nice if you're trying to 'semi-force' people to play on certain levels in order to maintain the challenge. However, if you were trying to keep underleveled, it would still be the same problem. Maybe there could be an item/option that prevents you from gaining exp at all? Anyway, don't worry too much about that. The exp system is fine for the average player as it is right now .

As for Destruct, I think it starts equipped on Red XIII. If Sample HO512 made use of some grand ability that gives statuses like Peerless or Shield, then some text claiming Destruct/Debarrier will work against it, then that might keep it in player's minds as something that can turn a fight around for the future. I've seen a lot of runs where Destruct is usually shelved and forgotten about.
That's a great idea.

I'll probably start a second playthrough sooner than I expected as I got some days off. If I find any bugs or problems within Arranged Mode I'll be sure to post any feedback that you may find useful.

Edit: One important thing that I forgot to mention is that the new E. Skill 'Transfusion'  is unobtainable from the Death Joker enemies in the North Crater. They seem to be impossible to manipulate (there is no 'miss', as if they were inmune).
 
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Sega,

Thank you so much for this mod. I play ff7 once a year and this mod breathed life into my fav game of all time.

Unfortunately I think I ran into my first bug (somewhat minor since I barely use him). But when I went to do Vincents sidequest, I got the cutscene from the original game showing Vincents past. It makes me leave lucrecias cave like in the original and when I go back in she is gone and nothing happens. I saw videos on youtube where it doesnt even show that cutscene, a boss battle occurs right when you talk to lucrecia.

Was I supposed to do something on disc 2?

Oh and this has been bothering me but who is the last playable character? Im guessing its sephy since an ultimate weapon is listed as masamune. How do I recruit him? Do I just need to fight him at the n. cave? Wont that just end the game after I beat him?

Thanks!
 
Sega,

Thank you so much for this mod. I play ff7 once a year and this mod breathed life into my fav game of all time.

Unfortunately I think I ran into my first bug (somewhat minor since I barely use him). But when I went to do Vincents sidequest, I got the cutscene from the original game showing Vincents past. It makes me leave lucrecias cave like in the original and when I go back in she is gone and nothing happens. I saw videos on youtube where it doesnt even show that cutscene, a boss battle occurs right when you talk to lucrecia.

Was I supposed to do something on disc 2?

Oh and this has been bothering me but who is the last playable character? Im guessing its sephy since an ultimate weapon is listed as masamune. How do I recruit him? Do I just need to fight him at the n. cave? Wont that just end the game after I beat him?

Thanks!
It's not a bug, those scenes and their triggers weren't changed from the original game. After triggering the first scene, the second will trigger after a certain number of battles have been fought (I think it's 10 battles). To be safe, win those battles rather than running from them.

Unfortunately, the last entry on the SP check is a placeholder, not another character. The Masamune weapon is equip-able by all characters as an alternate 'ultimate weapon'.
 
Sega,

Thank you so much for this mod. I play ff7 once a year and this mod breathed life into my fav game of all time.

Unfortunately I think I ran into my first bug (somewhat minor since I barely use him). But when I went to do Vincents sidequest, I got the cutscene from the original game showing Vincents past. It makes me leave lucrecias cave like in the original and when I go back in she is gone and nothing happens. I saw videos on youtube where it doesnt even show that cutscene, a boss battle occurs right when you talk to lucrecia.

Was I supposed to do something on disc 2?

Oh and this has been bothering me but who is the last playable character? Im guessing its sephy since an ultimate weapon is listed as masamune. How do I recruit him? Do I just need to fight him at the n. cave? Wont that just end the game after I beat him?

Thanks!
The masamune is a weapon equipable by every character. It has the properties to always hit and always critical making it a very powerful weapon. No sephi in the party.

For Vincents quest go and fight 10 battles on the world map and come back and then it should happen.
 
It's not a bug, those scenes and their triggers weren't changed from the original game. After triggering the first scene, the second will trigger after a certain number of battles have been fought (I think it's 10 battles). To be safe, win those battles rather than running from them.

Unfortunately, the last entry on the SP check is a placeholder, not another character. The Masamune weapon is equip-able by all characters as an alternate 'ultimate weapon'.
Ok awesome. Thanks Sega and the others for answering my questions.

Once again, incredible mod. Really looking forward to NT FF8.

Oh and p.s. some of the dialogue you put in is hilarious. What Yuffie says about her limit after her quest and what Aeris replies in the temple if Cloud says "I want to go home" had me laughing my ass off.
 
I've finished my playthrough on arranged and I found some more minor issues.

  • The 'Wizard Staff' descriptions says it restores hp but it's actually mp.
  • For some strange reason, the 'E. Skill' option won't appear in the 'Magic' section of the menu. Thus, the only way to check the skills you have is either in battle or in the 'Materia' section. I'm not entirely sure, but I think this doesn't happen in the normal NT playthrough.
  • Also, 'Renew's' reviving effect won't work if used in the menu, only in battle.
  • And finally, it seemed as if the strength of my characters decreased during a battle in certain occasions. Specifically in the battle arena. For example, I was fighting the 8th round just attacking because I had no materia and Cloud started dealing less damage as the battle progressed. So, maybe I was attacking 'Aps' for 120 damage and a couple of rounds later it was 85-80. I don't know whether that is always the case because I didn't delve too much into it, but it also happened in a couple of random battles this time. Not much of a problem, but I thought it was a bit rare.

Oh, and I would like to ask a question. Is the .txt file with the characters stats up to date? Are those really the stats they should start with (and if so, with or without their initial equipment)? Or have these been modified? The reason I'm asking is because I noticed that Cait Sith's stats were lower than in the file (some of them reduced by 10 or more). But I'm not sure about the rest because I forgot to check them and I haven't kept a record of their rank choices.
 
I'm sorry if it has been asked before, but i've been searching and I didn't find any solution.
I can play the vanilla game without a problem. It's the steam version.
Then I patch it, and I can do it fine. But then I try to open it with the exe, and it just do nothing. And if I try the launcher, it goes black a second and goes back to the launcher again and again.
I tried a few times reinstalling, but it just doesn't work. What am I doing wrong?
 
I've finished my playthrough on arranged and I found some more minor issues.

  • The 'Wizard Staff' descriptions says it restores hp but it's actually mp.
  • For some strange reason, the 'E. Skill' option won't appear in the 'Magic' section of the menu. Thus, the only way to check the skills you have is either in battle or in the 'Materia' section. I'm not entirely sure, but I think this doesn't happen in the normal NT playthrough.
  • Also, 'Renew's' reviving effect won't work if used in the menu, only in battle.
  • And finally, it seemed as if the strength of my characters decreased during a battle in certain occasions. Specifically in the battle arena. For example, I was fighting the 8th round just attacking because I had no materia and Cloud started dealing less damage as the battle progressed. So, maybe I was attacking 'Aps' for 120 damage and a couple of rounds later it was 85-80. I don't know whether that is always the case because I didn't delve too much into it, but it also happened in a couple of random battles this time. Not much of a problem, but I thought it was a bit rare.

Oh, and I would like to ask a question. Is the .txt file with the characters stats up to date? Are those really the stats they should start with (and if so, with or without their initial equipment)? Or have these been modified? The reason I'm asking is because I noticed that Cait Sith's stats were lower than in the file (some of them reduced by 10 or more). But I'm not sure about the rest because I forgot to check them and I haven't kept a record of their rank choices.
Wizard Staff will be corrected in the next update, but that won't be for a little while due to FF8 NT; but I might cobble together a quick patch just to iron out quick issues like these sometime in the week.

I actually encountered that enemy skill thing myself recently, but it was while playing Gjoerulv's Monomod (where enemy skill is made available early on). I'm not sure why, but it seemed to correct itself after a few screens.

I'll need to track down the spells in the .exe that are used in menus and adjust their effects; it slipped my mind.

For the Aps battle, I think one of his Tsunami variants inflicts Sadness status on both the party and himself. That'd account for the 30% deduction in damage; I think that innate stat gains are also reset between rounds, but not sure.
 
I'm just popping in to ask about the hotfixes for the standalone installer. I'm not seeing a download link. Am I just an idiot? Are they no longer necessary? Disclaimer: I read a few pages of the thread looking for info on them, but I didn't go through all 300. It seems unreasonable to expect me to.
 
Wizard Staff will be corrected in the next update, but that won't be for a little while due to FF8 NT; but I might cobble together a quick patch just to iron out quick issues like these sometime in the week.

I actually encountered that enemy skill thing myself recently, but it was while playing Gjoerulv's Monomod (where enemy skill is made available early on). I'm not sure why, but it seemed to correct itself after a few screens.

I'll need to track down the spells in the .exe that are used in menus and adjust their effects; it slipped my mind.

For the Aps battle, I think one of his Tsunami variants inflicts Sadness status on both the party and himself. That'd account for the 30% deduction in damage; I think that innate stat gains are also reset between rounds, but not sure.
Oh, I see then. That would explain why I was doing less damage.
No need to trouble yourself if you are too busy as these issues have almost no effect on the playability and surely they can wait to be fixed in the next update.
Thanks for the answer. I look forward to seeing what changes future releases bring.
 
I'm just popping in to ask about the hotfixes for the standalone installer. I'm not seeing a download link. Am I just an idiot? Are they no longer necessary? Disclaimer: I read a few pages of the thread looking for info on them, but I didn't go through all 300. It seems unreasonable to expect me to.
Hotfixes are only available when the main installer files have issues that I want to sort out quickly to save people from fully downloading the mod again. At the moment, the main installer files are the most recent files; there are a few things that need to be sorted out, but I'm waiting until I've got FF8 NT together first.
 
Alright, second stupid question. The last time that I played the mod, the Osmose had been rolled into Heal. It also absorbed MP from the target when it drained. Now, I've found the Osmose next to Aeris' house and it doesn't seem to absorb the MP it drains. Did I mess something up or has this been a semi recent change? (I was looking around in the documentation but I believe it still said that Osmose was a heal thing now. To be fair, I have a tendency to screw things up pretty horribly.

Edit: I don't want to just delete my comment. However, at the fight with Aps, Osmose started working as intended. Weird.
 
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Alright, second stupid question. The last time that I played the mod, the Osmose had been rolled into Heal. It also absorbed MP from the target when it drained. Now, I've found the Osmose next to Aeris' house and it doesn't seem to absorb the MP it drains. Did I mess something up or has this been a semi recent change? (I was looking around in the documentation but I believe it still said that Osmose was a heal thing now. To be fair, I have a tendency to screw things up pretty horribly.

Edit: I don't want to just delete my comment. However, at the fight with Aps, Osmose started working as intended. Weird.
I think if the enemy has ran out of MP then no further MP can be drained.
 
I'm sorry if it has been asked before, but i've been searching and I didn't find any solution.
I can play the vanilla game without a problem. It's the steam version.
Then I patch it, and I can do it fine. But then I try to open it with the exe, and it just do nothing. And if I try the launcher, it goes black a second and goes back to the launcher again and again.
I tried a few times reinstalling, but it just doesn't work. What am I doing wrong?
Sorry, someone knows something?
 
I think if the enemy has ran out of MP then no further MP can be drained.
It wasn't that. It wasn't draining off Hell Houses and such. I think those early enemies just didn't have MP. That might have been the issue. Now I'm having a brand new issue. I WILL be around to bug you about ever little thing.

In the spell list, it shows Mus (the little dudes at the Chocobo Corral place) as having L5 Suicide. They just used Quarry Charge on me. It had the same animation, but is a very different spell. Earth damage that also destroys barriers. Do they no longer have L5 Suicide? Also, if the Quarry Charge replaced it, how do I get Chocobos to use Chocobuckle? Or did that sucker get scrapped? The documentation that came with the file does not reflect these changes. (I'm not complaining, I'm just saying that I checked there first before bothering our Lord and saviour, Sega Chief.)

Also, I'm sure you get this a lot... but I would have your babies over this mod. I'm also only going to be buying the steam FF8 for the next mod.
 
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