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

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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:

btw... loving the game challenge  :)
Alpha was changed I think, Zolom no longer uses it but instead uses his old trademark Beta. I'll get info on what alpha is/where when I get back from work.

Not sure about the crash, are you running any model replacers or anything like that?

You need an NT .EXE; there's some available from the IRO download folder on this thread, check the .EXE folder inside it and use the one you need (ff7.exe for 7H/1998, ff7_en.exe for steam, ff7_bc.exe is for 7H compatibility with menu overhaul).

There's an issue with the graphics driver/transparency in the game; attacks that use transparency seem to corrupt in visual memory after being used a few times or when other attacks have been used. Quake3 is by far the most noticeable one, but doesn't cause crashes fortunately. Others are much more minor like the trajectory of Oil Shot going askew after repeated uses, or Atomic Ray losing the white star effect from its blue globe.

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
When starting a new game on the 1998 version, it sets the option in Config to 'Normal' rather than custom; it'll retain your old bindings until you close the game at which point it'll revert bindings to the defaults. In order to avoid this, when starting a new game go into the party menu, into Config, and set button option to the right-hand option (custom I think, just make sure it isn't pointing at 'normal') and this way it'll retain your bindings when relaunching the game. I ran afoul of this countless times when testing on 1998 and forgetting to change button config from normal to custom, then having to re-do all my keys :c

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.
What mods are you trying to run? Which .exe is being used?
 
Cant remember if this question has been asked, but other than source distribution, what else was modified within the exe in 1.5?
 
Cant remember if this question has been asked, but other than source distribution, what else was modified within the exe in 1.5?
They're mostly minor things:

-) Long Range flag enabled for enemies (this means that enemies can ignore back row penalties when using projectile attacks).

-) Poison status 'ticks' of damage are non-elemental; this is part of a balancing thing for enemies weak to Poison as the ticks would also deal 2x damage.

-) Sense Limit extended to 65,000HP

-) Potions, Ethers, and Hi-Potions restore the same HP in the field menu as they do in battle.

-) Cait Sith & Vincent's starting stats + equipment

-) Game Timer damage formula is *50 instead of *100 meaning the max damage is 4979 instead of 9959 (which fits better with the max HP limits of NT characters).

-) Target's Kill Count damage formula is *5 instead of *10 for same reason as above, characters like Cloud who are usually in the party get hit very hard by attacks like Everyone's Grudge so this alleviates it a bit.

-) Equipped Materia = Damage, the formula for this was changed from *1111 per Materia to *111 so max damage you can take for having 16 Materia equipped is 1776 instead of 17,776.

-) Restorative magic ignores MBarrier

-) Materia Equip Bonus/Penalties adjusted

-) Limit Breaks adjusted

***

I'm going to work on a maintenance patch to get rid of the .EXE dependency for Sources and make sure all the files in IRO + Installer are consistent. I'm going to try and get the IRO in the catalog updated as well assuming Alyza isn't busy as that one is 1.4. There won't be any rebalancing, etc. it'll just be getting stuff fixed up; a lot of the stuff posted in the list above isn't game-breaking if it isn't included, but getting a fifth of the intended stats is a huge potential issue so I'm going to make it like it was before...which means more button-mashing when using sources unfortunately ;I
 
Ok I came to ask something about the limit breaks,about if there are new limit breaks for the characters or no and in case there were how to obtain them, but then saw your comment about the changes on the exe and I got a few things to say about it.
-) Potions, Ethers, and Hi-Potions restore the same HP in the field menu as they do in battle.
Uhm... No my potions keep healing 100 out of battle and Hi-Potions heal 500 out of battle while they do heal 300 and 1000 in battle.

-) Restorative magic ignores MBarrier
No again. during the battle against the last boss before getting out of Midgard I used MBarrier on Red XIII since I couldn't give him Elemental Materia + Fire to protect him against the fire attacks of the boss. I had to do an emergency Cure All there and the MBarrier popped up and prevented the full effect of the heal.

This things might be because I'm using the ff7_bc.exe to be able to use "The Reiunion" mod, but reading this changes and seeing that things are not working as they should I got a feeling the Soruces are going to work like normal instead of how the mod intends them to work too. I'm about to get into the Mithril Mine so I'll know and will be able find out soon.
 
Ok I came to ask something about the limit breaks,about if there are new limit breaks for the characters or no and in case there were how to obtain them, but then saw your comment about the changes on the exe and I got a few things to say about it.
Uhm... No my potions keep healing 100 out of battle and Hi-Potions heal 500 out of battle while they do heal 300 and 1000 in battle.

No again. during the battle against the last boss before getting out of Midgard I used MBarrier on Red XIII since I couldn't give him Elemental Materia + Fire to protect him against the fire attacks of the boss. I had to do an emergency Cure All there and the MBarrier popped up and prevented the full effect of the heal.

This things might be because I'm using the ff7_bc.exe to be able to use "The Reiunion" mod, but reading this changes and seeing that things are not working as they should I got a feeling the Soruces are going to work like normal instead of how the mod intends them to work too. I'm about to get into the Mithril Mine so I'll know and will be able find out soon.
It's likely the ff7_bc.exe isn't up to date; did you get it from catalog or the IRO download on this thread? I'm doing a maintenance patch to make sure everything I've got up currently is consistent.
 
It's likely the ff7_bc.exe isn't up to date; did you get it from catalog or the IRO download on this thread? I'm doing a maintenance patch to make sure everything I've got up currently is consistent.
I took the Iro that you uploaded here for 1.5 with the fixed models, one that you fixed and uploaded answering to someone that said that the models of the characters in the fields weren't correct. I'm trying to get a few enemy skills and also get past the marsh to get into the Mithril Cave
 
I took the Iro that you uploaded here for 1.5 with the fixed models, one that you fixed and uploaded answering to someone that said that the models of the characters in the fields weren't correct. I'm trying to get a few enemy skills and also get past the marsh to get into the Mithril Cave
OK; I'll make sure to check through the ff7_bc.exe in there.
 
Installer + IRO were updated with maintenance fixes:

Scene/Kernel
-) Added redundancy check to Reactor 1 enemies so that in the event that a late-game enemy is loaded through the default encounter table, it will report an error message to the player and then end the battle.

Flevel/Field
-) Debug script from crater removed that teleported player to the Highwind's chocobo stable; this was done a long time ago to recover players who had ventured down with a different party leader and become stuck. However, the party leader swap can now only be used after going to the bottom of north crater and then returning (original requirement).

-) Sources returned to 1:1 ratio & Sources hex removed from .EXEs

-) Added a failsafe to Zack flashback sequence to prevent Junon Leagues from triggering

.EXE
-) Fresh .EXEs generated and patched; added ff7_bc.exe to the patch targets
 
there's no IRO file on the download? you waiting to see if it gets updated on the 7H catalog? also does the Source 1:1 mean that 1 source counts as tha 1 source?
 
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The link was down briefly to rebuild the IRO; it should be up there now. It's within the folder.

1:1 means that 1 source = +1 to the stat, yeah. It's more mashing to get all the sources used, but having it on the .exe caused a lot more issues.
 
oh! ok then ^^ well I certainly don't mind mashing buttons more times (I can always use the turbo feature of my controller hehehe)

I'll check the potions and the MBarrier as soon as I have it installed, thank you Sega Chief :)


---Edit 3---

Ok i only got your mod installed and activated from 7th Heaven, when I get into a battle, the game crashes for some reason. Trying with a brand new run of the mod and it still crashes when getting into battle

---Edit 2---

ok nevermind, it seems to have been something from 7H, I rebooted it and it started the game no problems, sorry for the scare
 
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the only mods i'm running are yours, a battle texture mod that's in 7h's catalog, and a character battle model mod.

https://www.nexusmods.com/finalfantasy7/mods/4 - this is the battle models one. this being the only one not featured on this site to my knowledge. everything else is either yours or basically the battle background textures. not sure how that would interfere though.
 
seeing as you appear to have updated today, perhaps i'll just start fresh with the updated files lol.
 
haven't done the update yet from earlier today.

think I soft locked the game due to an AI bug maybe.  Cid attacked which proc'd Transform+Added Effect to transform a Jumping into a frog, in the snowy maze area.  Game went into Wait mode and nothing happened after :(

linking screenshot.

https://imgur.com/vp8NRFL
 
oh! ok then ^^ well I certainly don't mind mashing buttons more times (I can always use the turbo feature of my controller hehehe)

I'll check the potions and the MBarrier as soon as I have it installed, thank you Sega Chief :)


---Edit 3---

Ok i only got your mod installed and activated from 7th Heaven, when I get into a battle, the game crashes for some reason. Trying with a brand new run of the mod and it still crashes when getting into battle

---Edit 2---

ok nevermind, it seems to have been something from 7H, I rebooted it and it started the game no problems, sorry for the scare
the only mods i'm running are yours, a battle texture mod that's in 7h's catalog, and a character battle model mod.

https://www.nexusmods.com/finalfantasy7/mods/4 - this is the battle models one. this being the only one not featured on this site to my knowledge. everything else is either yours or basically the battle background textures. not sure how that would interfere though.
seeing as you appear to have updated today, perhaps i'll just start fresh with the updated files lol.
A new IRO just means it gets swapped in for the old one. What you should do is apply each IRO one by one and test the game each time to see if it is working properly (starting with running the game through 7H with no IROs active to see if it works). If you have mods that aren't IROs, then you need to be careful you don't overwrite the entire .lgp archives.

If the non-IRO mod files are loose, then you can put them in their relevant folder in ff7/direct/xx and they'll be used. If the non-IRO mod is a full archive (a .lgp) then it needs to be unpacked first and then put into Direct folders.

Mod load order also matters; make sure to check the list on Alyza's 7H tutorial install thread. NT should be toward the bottom.

haven't done the update yet from earlier today.

think I soft locked the game due to an AI bug maybe.  Cid attacked which proc'd Transform+Added Effect to transform a Jumping into a frog, in the snowy maze area.  Game went into Wait mode and nothing happened after :(

linking screenshot.

https://imgur.com/vp8NRFL
Think that's to do with the models or something, as it's come up before. Best to avoid using Transform + Added Effect when using graphical mods for reasons I'm not sure of.
 
Ok Sega Chief. I tried to old .exe files from your previous version and the battles work perfectly. When I swap those files in into the FF7 folder the game starts and everything, but when getting into battle the game Crashes as it loads the battle scene. I tried even with the mod deactivated and it still crashes the game when getting into battle. No matter if there are other mods or not...

When you said this:

A new IRO just means it gets swapped in for the old one. What you should do is apply each IRO one by one and test the game each time to see if it is working properly (starting with running the game through 7H with no IROs active to see if it works). If you have mods that aren't IROs, then you need to be careful you don't overwrite the entire .lgp archives.
did you mean that those who already had the mod just had to swap the Iro file only and not swap the .exe files?
 
Ok Sega Chief. I tried to old .exe files from your previous version and the battles work perfectly. When I swap those files in into the FF7 folder the game starts and everything, but when getting into battle the game Crashes as it loads the battle scene. I tried even with the mod deactivated and it still crashes the game when getting into battle. No matter if there are other mods or not...

When you said this:

did you mean that those who already had the mod just had to swap the Iro file only and not swap the .exe files?
No, I quoted your post by accident; that reply was intended for Maverick.

So are the new .exe files causing the game to crash?

Edit: Just retested them, I must have messed something up.
 
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Oh! heh oh well. Anyways if you reseted them I downloaded the iro pack again and I'm trying it out I'll repot if the issue continues :)

Really dude, I don't know what time it is for you, but thank you for the quick answers :)

---edit---

Nope, still crashing when engaging battle
 
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Oh! heh oh well. Anyways if your eset them I downloaded the iro pack again and I'm trying it out I'll repot if the issue continues :)

Really dude, I don't know what time it is for you, but thank you for the quick answers :)

---edit---

Nope, still crashing when engaging battle and also now the menu and font don't fit together :/
I've updated the installer and IRO links with a fresh set of .exes. The first set were tested but when I pulled them out of the downloads and used them they crashed, so they must have either been corrupted by something or mixed up with another set.
 
ok I'll try again, and about the text not fitting I fixed it by telling 7H the path to the ff7.exe again (trying NT without other mods activated still)

---EDIT---

Nothing... what the hell is going on here? I checked the app.log file that the crashes generate, lemme paste it here perhaps we are not even getting the same Crash. The Error in the log says "ERROR: EXTENSION NOT SUPPORTED STAGE02." and it's the only Error message I see, anyway here is my app.log:


[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: Intel Intel(R) HD Graphics 620 4.4.0 - Build 21.20.16.4534
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 1240x710, output resolution 946x710, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 64, vert uniform 4096, frag uniform 4096
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: C:\Games\SteamGames\steamapps\common\FINAL FANTASY VII 7H\data\movies\eidoslogo.avi; vp8/vorbis 1280x960, 30.000000 FPS, duration: 11.133000, frames: 334
[00000118] set music volume trans: 127->0, step=60
[00000183] END OF CREDITS!!!
[00000183] Entering MAIN
[00000183] set music volume: 127
[00000183] Exiting MAIN
[00000183] START OF MENU SYSTEM!!!
[00000371] END OF MENU SYSTEM!!!
[00000371] Entering MAIN
[00000373] Exiting MAIN
[00000373] -=-=[START OF WORLD MAP!!!]=-=-
[00000373] stop_sound
[00000373] cross play music: 0
[00000373] set music volume trans: 127->0, step=4
[00000377] set music volume: 127
[00000617] stop_sound
[00000618] -=-=[END OF WORLD MAP!!!]=-=-
[00000618] Entering MAIN
[00000618] Exiting MAIN
[00000618] Entering FRAME_INITIALIZE SWIRL
[00000618] Exitting FRAME_INITIALIZE SWIRL
[00000621] Swirl sound_effect1
[00000621] stop_sound
[00000621] End of Swirl sound_effect1
[00000700] Entering FRAME_QUIT SWIRL
[00000700] Exitting FRAME_QUIT SWIRL
[00000700] Entering MAIN
[00000702] Exiting MAIN
[00000702] [BATTLE] Entering FRAME_INITIALIZE
[00000702] [BATTLE] Scene# 41
[00000702] [BATTLE] Exitting FRAME_INITIALIZE
[00000702] ERROR: EXTENSION NOT SUPPORTED STAGE02.
 
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