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

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hello mate and sorry for disturbing but i got an issue:

I redownloaded your mod after changing my pc to a new one. the install process does not ask me to locate DATA folder, but instead only FF VII folder and nothing more.
I leave here screens to let ya know what im talking about. Please lemme know if it was installed properly :D
https://imgur.com/a/EQ0nOHF
UWEaKGx

e3rujcX

Cc9KUh6

UVrGPWk

FM3oRfN
 
Yeah the atb bar keeps filling up and than empties out with no menu.
Very strange, might be worth doing some checks to see if mod is installed properly:
1) Kernel check, characters should have been proccing their 'innate' abilities in-battle with accompanying text. If so, then kernel is patched.
2) Field/Flevel check, were you given an option to skip the nibelheim flashback? If not, then field script isn't patched.
3) Scene.bin check, did you go up against two heligunners in the shinra hq elevator fight?

hello mate and sorry for disturbing but i got an issue:

I redownloaded your mod after changing my pc to a new one. the install process does not ask me to locate DATA folder, but instead only FF VII folder and nothing more.
I leave here screens to let ya know what im talking about. Please lemme know if it was installed properly :D
https://imgur.com/a/EQ0nOHF
UWEaKGx

e3rujcX

Cc9KUh6

UVrGPWk

FM3oRfN
The installer targets the FF7 folder now instead of the data folder, this is to catch the .exe file as some changes are made there. One way to check is by casting MBarrier on a character and then casting Cure on them; if Cure ignores the MBarrier then the .exe is patched. Another (and more important) check is that sources give +5 per use instead of +1.
 
Very strange, might be worth doing some checks to see if mod is installed properly:
1) Kernel check, characters should have been proccing their 'innate' abilities in-battle with accompanying text. If so, then kernel is patched.
2) Field/Flevel check, were you given an option to skip the nibelheim flashback? If not, then field script isn't patched.
3) Scene.bin check, did you go up against two heligunners in the shinra hq elevator fight?

The installer targets the FF7 folder now instead of the data folder, this is to catch the .exe file as some changes are made there. One way to check is by casting MBarrier on a character and then casting Cure on them; if Cure ignores the MBarrier then the .exe is patched. Another (and more important) check is that sources give +5 per use instead of +1.
thanks for prompt reply but my game is fresh (new pc and new game! :D) So far i tried starting it and the menu at the beginning of the game adviced me of NTmod (arange or whataver is called lol) and when i got both cloud and barret it explained their passive. I will try to figure more ( i am at 1st maklo reactor just right at game beginning. Is there any other way i could double check it?= For example gaurd scorpion should have different loot or abilities during fight?
 
In terms of breaking the 9999 damage cap. It seems only a new .exe can do this. I found the Reunion Menu Overhall Mod for 7h but it need their own .exe and a tool which removes the dmg cap, but the tool patches the .exe as well.

But i found a thread which contains the offsets of 1.02.

https://www.ff7catalog.com/threads/2761/

Are they still right for your .exe? And are you interested in to break the damage cap in your final mod release? Because it is sad when you have a strong attack, but it is limited to 9999 and you have in the end game to stop use it and instead use a weaker attack only because the weaker attack uses multiple hits. Maybe the damage break cap could increase the balance between the single hit attacks and multiple attacks.

Since there is only 1 HP plus materia (when i read right)  the HP cap is not really relevant, but the damage cap is. My lvl 31 cloud with a 24 attack weapon and like 70-80 str, do with the 1st limit of page two 2000 dmg sometimes even 4000 dmg.

Is it many work to implement such a thing in your mod?
 
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thanks for prompt reply but my game is fresh (new pc and new game! :D) So far i tried starting it and the menu at the beginning of the game adviced me of NTmod (arange or whataver is called lol) and when i got both cloud and barret it explained their passive. I will try to figure more ( i am at 1st maklo reactor just right at game beginning. Is there any other way i could double check it?= For example gaurd scorpion should have different loot or abilities during fight?
Ah I see; the checks then are:
-) Flevel: Sounds like that's patched
-) Scene.bin/Enemies: Guard Scorpion will use different abilities during the fight, specifically Magnetic Scope instead of Search Scope. Sweepers in random battles also use Search Scope before attacking.
-) Kernel: If in battle, Barret is hit by physical damage a message should appear about stacks (also, potion text will say 'restores 300HP' instead of 100hp).

In terms of breaking the 9999 damage cap. It seems only a new .exe can do this. I found the Reunion Menu Overhall Mod for 7h but it need their own .exe and a tool which removes the dmg cap, but the tool patches the .exe as well.

But i found a thread which contains the offsets of 1.02.

https://www.ff7catalog.com/threads/2761/

Are they still right for your .exe? And are you interested in to break the damage cap in your final mod release? Because it is sad when you have a strong attack, but it is limited to 9999 and you have in the end game to stop use it and instead use a weaker attack only because the weaker attack uses multiple hits. Maybe the damage break cap could increase the balance between the single hit attacks and multiple attacks.

Since there is only 1 HP plus materia (when i read right)  the HP cap is not really relevant, but the damage cap is. My lvl 31 cloud with a 24 attack weapon and like 70-80 str, do with the 1st limit of page two 2000 dmg sometimes even 4000 dmg.

Is it many work to implement such a thing in your mod?
It should be, the offsets in the FF7.exe (and the steam .exe) are all the same as the 1.02 exe.
 
Very strange, might be worth doing some checks to see if mod is installed properly:
1) Kernel check, characters should have been proccing their 'innate' abilities in-battle with accompanying text. If so, then kernel is patched.
2) Field/Flevel check, were you given an option to skip the nibelheim flashback? If not, then field script isn't patched.
3) Scene.bin check, did you go up against two heligunners in the shinra hq elevator fight?

The installer targets the FF7 folder now instead of the data folder, this is to catch the .exe file as some changes are made there. One way to check is by casting MBarrier on a character and then casting Cure on them; if Cure ignores the MBarrier then the .exe is patched. Another (and more important) check is that sources give +5 per use instead of +1.

Alright so the innate abilities like Barret's att/def + or Aerith's Geomancer absorb have been popping up and do seem to actually affect his stats.
I was given the option to skip the Nibelheim flashback. I believe it said if I wanted a shortened version of it.
And yeah I did go up against the two heligunners on the elevator. One absorbed Ice.

I also add I downloaded it and installed it through 7th Heaven there was a mod Gameplay - Difficulty and Story that had New Threat in it. So maybe it is from that?
 
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many thanks for your response! I confirm mod is installed now i have a doubt: does it allows achievements? Because i am getting them as usual! :D

i've read that a m,od should disable achievement no?
 
Alright so the innate abilities like Barret's att/def + or Aerith's Geomancer absorb have been popping up and do seem to actually affect his stats.
I was given the option to skip the Nibelheim flashback. I believe it said if I wanted a shortened version of it.
And yeah I did go up against the two heligunners on the elevator. One absorbed Ice.

I also add I downloaded it and installed it through 7th Heaven there was a mod Gameplay - Difficulty and Story that had New Threat in it. So maybe it is from that?
So I downloaded and installed the version of New Threat off of this message board and it seems to have fixed the problem. So maybe that version in that other thing off of 7th Heaven is incomplete or something? Thanks for the help. =D
 
think i've encountered a bug making one of the new endgame aspects of the game unplayable.

upon reaching the bottom of the North Crater i went to go do Cloud's final limit break sidequest in the basement of Shrina Mansion. i hadn't gone back since the story had taken me there in disc 1 so the extra scene of Cloud's and Zack's escape played (first viewable after Mideel's destruction on disc 2), up until they fled Nibelheim. the Shrina HQ road chase music played briefly, after that the game hung on a black screen.

i've tried going back to an earlier save and seeing if the scene played fine to eliminate the possibility of the sidequest and scene conflicting but it still hung at the same spot regardless. a fresh install of FF7 & New Threat didn't seen to have any effect. mucked about in save editors for a while but alas couldn't find any option or variable that would allow me to mark the scene as watched.
this is the Steam version of FF7, if that helps.

any help would be greatly appreciated!

edit:
update to this: I had used the game converter for the 98 vers. on my Steam install to add some additional texture mods and had been using the ff7.exe for about 35 hours of play (up to almost finishing the game) w/o any errors or problems, until now. having the bright idea to try using the ff7_en.exe completely fixed my issue. i'm unsure if this will affect anything considering how far i am, but we'll see i suppose.
 
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many thanks for your response! I confirm mod is installed now i have a doubt: does it allows achievements? Because i am getting them as usual! :D

i've read that a m,od should disable achievement no?
It doesn't disable them, but due to changes in the field script some don't activate anymore. Fight a battle in battle square for instance doesn't activate. But your save files work between versions so you can load a save file onto a vanilla game for instance and get achievements that are missing that way.

So I downloaded and installed the version of New Threat off of this message board and it seems to have fixed the problem. So maybe that version in that other thing off of 7th Heaven is incomplete or something? Thanks for the help. =D
The one from the catalog is an old version, 1.4 I think. The one available from the front page of this thread is up to date though.

think i've encountered a bug making one of the new endgame aspects of the game unplayable.

upon reaching the bottom of the North Crater i went to go do Cloud's final limit break sidequest in the basement of Shrina Mansion. i hadn't gone back since the story had taken me there in disc 1 so the extra scene of Cloud's and Zack's escape played (first viewable after Mideel's destruction on disc 2), up until they fled Nibelheim. the Shrina HQ road chase music played briefly, after that the game hung on a black screen.

i've tried going back to an earlier save and seeing if the scene played fine to eliminate the possibility of the sidequest and scene conflicting but it still hung at the same spot regardless. a fresh install of FF7 & New Threat didn't seen to have any effect. mucked about in save editors for a while but alas couldn't find any option or variable that would allow me to mark the scene as watched.
this is the Steam version of FF7, if that helps.

any help would be greatly appreciated!

edit:
update to this: I had used the game converter for the 98 vers. on my Steam install to add some additional texture mods and had been using the ff7.exe for about 35 hours of play (up to almost finishing the game) w/o any errors or problems, until now. having the bright idea to try using the ff7_en.exe completely fixed my issue. i'm unsure if this will affect anything considering how far i am, but we'll see i suppose.
If you used the ff7_en.exe then that will have used the Steam version files instead of the game converted ones which might mean you're playing on default files now. Was there a battle during the Zack flashback or did it just play out as it normally would?

As for the issue, it sounds like a logic problem because the game returns to certain blackbg fields for event processing and if the wrong vars are on/off, it can trigger the wrong scenes (may be why the highway music started playing briefly). If you send across your save file I can take a closer look.
 
It doesn't disable them, but due to changes in the field script some don't activate anymore. Fight a battle in battle square for instance doesn't activate. But your save files work between versions so you can load a save file onto a vanilla game for instance and get achievements that are missing that way.

The one from the catalog is an old version, 1.4 I think. The one available from the front page of this thread is up to date though.

If you used the ff7_en.exe then that will have used the Steam version files instead of the game converted ones which might mean you're playing on default files now. Was there a battle during the Zack flashback or did it just play out as it normally would?

As for the issue, it sounds like a logic problem because the game returns to certain blackbg fields for event processing and if the wrong vars are on/off, it can trigger the wrong scenes (may be why the highway music started playing briefly). If you send across your save file I can take a closer look.
Yeah, I'm using default Steam files now w/ your New Threat mod and the scene and new battle played out successfully with ff7_en.exe, whereas using the game converted ff7.exe it did not. I'm happy to play without high res textures if it means additional content. Loving the mod.

Here's the link to the save file I was using on the game converted if you're looking to troubleshoot that particular possible version issue or an error I created for myself lmao. If it matters, the slot you're looking for is the very last saved one with the party placed directly outside the mansion basement. Thanks a ton man!
 
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hi guys, I have a problem with this mod, I have the game with the pach translated into Italian, when I activate the mod the translation becomes in English how can I solve this thing?
 
Thanks for creating this mod, I'm enjoying it a ton so far!

However, I've run into the "Red XIII is missing enemy skill materia" installation issue and I'm wondering if there's any way to fix it without starting my game over?

I'm using 7th Heaven for the mod installation and I have most of the mods from the 7H guide installed along with NT.

Thanks again for all the hard work and also for being so active on this forum!
 
All right, but let me know if you notice anything off. If Sources only give +1 to the stat instead of +5 then we'll work it out from there.
I ended up downloading "The Reunion" mod that's on 7th Heaven to have Menu Overhaul and be able to play the game with 1240x710 ressolution without having to lines issue, so I'm right now using the ff7_bc.exe from your mod, still haven't even gotten out of Midgar xD and about the sources I don't know how Black Chokobo tells you how many soruces I have used, if in the original game the sources only count as 1 and with NT they count as 5, just need to know what number do I have to check on the stats window of BC to know how many sources I've "used"
 
hi guys, I have a problem with this mod, I have the game with the pach translated into Italian, when I activate the mod the translation becomes in English how can I solve this thing?
The flevel was written in English so unfortunately the patch will convert the text to that language; patching the italian translation over the mod will also prove difficult as it will likely overwrite certain scripts. The Touph Script tool may be able to do this however, if you dump all the Italian-patch text and then upload it into a NT-patched game but it's likely it'll encounter errors + some text won't be consistent with the changes even if it does work.

Thanks for creating this mod, I'm enjoying it a ton so far!

However, I've run into the "Red XIII is missing enemy skill materia" installation issue and I'm wondering if there's any way to fix it without starting my game over?

I'm using 7th Heaven for the mod installation and I have most of the mods from the 7H guide installed along with NT.

Thanks again for all the hard work and also for being so active on this forum!
This is usually caused by starting from a save file rather than a new game; the initial state for all characters (starting weapons, materia, etc.) is done when selecting New Game, so if Red XIII doesn't have Enemy Skill it's likely due to this. You'll likely be missing Barrier, Enemy Lure, Earth, Heal, Revive, Destruct, Gravity, and an Elemental Materia in addition to Yuffie's Added Effect, Time, Exit, and Enemy Away.

The starting stats of characters will also likely be wrong, and Tifa/Barret probably started with Leather Glove + Gatling Gun instead of Metal Knuckle and Assault Gun which were repurposed into triple AP weapons for later in the game.

Best way to sort this out is with a save editor. Add any of the missing Materia to your inventory (Barrier Materia should be given 5000AP as it starts with this to have MBarrier unlocked). Also, change those triple AP weapons to metal knuckle/assault gun if you have them.

Starting stats of the characters can also be changed safely, as handily they do not change upon level up (a different system involving Sources is used to raise character stats). I've written them in below, in order of STR, VIT, MAG, SPR, DEX, LCK:

Code: [Select]
Code:
Cloud: 43, 28, 27, 32, 16, 14Barret: 45, 43, 9, 37, 8, 12Tifa: 47, 12, 23, 18, 42, 9Aeris: 22, 11, 47, 22, 32, 25Red: 35, 27, 32, 25, 35, 12Yuffie: 37, 8, 38, 11, 50, 12Cid: 50, 34, 12, 10, 11, 90
However, if it was just the Enemy Skill that was missing and everything else mentioned was correct then maybe it's an older version where Red didn't have enemy skill? The catalog version is 1.4 and I can't remember all the changes from then and now.

I ended up downloading "The Reunion" mod that's on 7th Heaven to have Menu Overhaul and be able to play the game with 1240x710 ressolution without having to lines issue, so I'm right now using the ff7_bc.exe from your mod, still haven't even gotten out of Midgar xD and about the sources I don't know how Black Chokobo tells you how many soruces I have used, if in the original game the sources only count as 1 and with NT they count as 5, just need to know what number do I have to check on the stats window of BC to know how many sources I've "used"
When using a modified Source, the game tracks it as 5 sources used so if you used 1 source then in the save editor it'd display a value of 5 for sources used. The ff7_bc.exe is a bit of an unknown, so let me know if sources from it only raises the stat by 1.
 
just had some minor/major issues with the mod...

1-tried to learn alpha from alpha zolom.. but it never casts the spell, instead it just use beta when get to mid health... if there is any special trigger for alpha, lemme know
2-ruby weapon crashes the game when it summons the tentacles
3-the sources just raises the stats by 1 instead of 5
4-when casting quake 3 on some enemies (like the new bosses), this happens:
IMG_20190504_212138993.jpg


btw... loving the game challenge  :)
 
so. here's a 7th heaven related question. so i have my button config fixed a certain way, and usually it stays consistent to what i set up. but now that i'm using 7H, whenever i have to name a character, it reverts back to the original button configuration, and then returns to normal after im done. wtf is that about? lol
 
oh boy. that's an issue. seems the materia isn't stated properly anymore with my 7H version of NT. cover is 30%, with str/vit+1 and mag/spr-1. i'm pretty sure that is NOT how you set that one up.

Unless....it's the arranged setup. cloud's fire, ice, bolt materia aren't right either.
 
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