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

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I downloaded the installer file just now and there was nothing in the installer folder to run. Is there something I'm missing?
 
In the installer folder, there should be a sub-folder called Main Installer; that's the .exe to run (make sure it's unblocked, admin permissions, etc.) and to have it target the Final Fantasy VII folder.
 
I think the arrange version (armour keeper) doesn't drop it, and it's instead available from the chests in Shinra HQ's 2nd floor shop on Disc 2. If you're on normal mode though, then Powersoul Keeper should have dropped it in the battle results screen.
I'm playing on arrange yeah. Anyways, I stole one from Demons Gate  ;D
 
In the installer folder, there should be a sub-folder called Main Installer; that's the .exe to run (make sure it's unblocked, admin permissions, etc.) and to have it target the Final Fantasy VII folder.
There’s nothing in the main installer folder at all
 
Finished my playthrough of the latest version posted on the front page.  Some post play thoughts/feedback.

Dex still feels kind of useless.  Post casting Haste/all, Cloud with 60 dex gets the same amount of turns as Tifa with 120.  Admittedly she can use deathblow effectively while he can't, but that's moot after getting multi cut.  Haste feels much more impactful than 40 dex worth of items, does it buff "natural" dexterity?

All the extra content and bosses are appreciated, though their quality varies widely, I won't complain about that.  Except the "dark cave", which seems a bit out of place.  In general i think the "new threat" content should unlock at the beginning of disk 3 instead of the bottom of the crater.  It's a little immersion breaking to be like... "this is it guys" only to climb out to do quests.

I liked the design changes for materia and weapons/armor, except planet and contain basically replace everything at endgame.  Particularly pearl, which is all you use in the crater.  The strength/weakness systems feels pretty good, I like how earth > big opponents, Lightning/water > machines, poison > humans, demi > flyers, etc.  Though it still feels like physical based characters get the shaft since they can't requip mid battle for elemental materia, at least in the crater they can just use elemental/holy to be competitive, and fire is a pretty good bet for the great glacier enemies.

Also when I beat Sephiroth I got kicked back to the Nibelheim reactor, was that supposed to happen?  I watched the final FMV on youtube and called it a day, lol.
 
I'm playing on arrange yeah. Anyways, I stole one from Demons Gate  ;D
Ah that's right, it was added there as well. I clean forgot.

There’s nothing in the main installer folder at all
I downloaded the installer folder and the .exe for the installer is in there. I'm not sure why it's not making it to your machine, so I've uploaded the installer on its own with none of the sub folders, maybe it's getting picked up and deleted by something when you've downloaded/unzipped it? https://mega.nz/#!y58lnQxC!aU3BDtO8XTIP1wKosT1WpEQGQX_gRCs9RLczQpT0bV8

Finished my playthrough of the latest version posted on the front page.  Some post play thoughts/feedback.

Dex still feels kind of useless.  Post casting Haste/all, Cloud with 60 dex gets the same amount of turns as Tifa with 120.  Admittedly she can use deathblow effectively while he can't, but that's moot after getting multi cut.  Haste feels much more impactful than 40 dex worth of items, does it buff "natural" dexterity?

All the extra content and bosses are appreciated, though their quality varies widely, I won't complain about that.  Except the "dark cave", which seems a bit out of place.  In general i think the "new threat" content should unlock at the beginning of disk 3 instead of the bottom of the crater.  It's a little immersion breaking to be like... "this is it guys" only to climb out to do quests.

I liked the design changes for materia and weapons/armor, except planet and contain basically replace everything at endgame.  Particularly pearl, which is all you use in the crater.  The strength/weakness systems feels pretty good, I like how earth > big opponents, Lightning/water > machines, poison > humans, demi > flyers, etc.  Though it still feels like physical based characters get the shaft since they can't requip mid battle for elemental materia, at least in the crater they can just use elemental/holy to be competitive, and fire is a pretty good bet for the great glacier enemies.

Also when I beat Sephiroth I got kicked back to the Nibelheim reactor, was that supposed to happen?  I watched the final FMV on youtube and called it a day, lol.
I'm having a bit of a spring clean as far as bosses go, there's too many of them and I stretched myself a bit thin. As for the conditional trigger, I tried setting it to the Disc 3 start but it was causing some problems. The 1998 game moment trigger is a safe bet for that stuff, but I'll have another shot at making it unlock right as Disc 3 starts.

For physicals, I'm looking to close the gap a bit by making elemental bonus damage 1.5x rather than 2x, boosting them a bit for early game, and adjusting the level modification that was holding them back later in the game.

Sounds like the ending is still bugged, I'll just rip out the script routine that's causing it for now.
 
What if you made all the NT quests become active as soon as you obtain the Highwind? It'd make more sense from a story point of view.
 
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What if you made all the NT quests become active as soon as you obtain the Highwind? It'd make more sense from a story point of you.
It'll need scaled back a bit if doing that, which might not be a terrible thing actually. Stops the game being too top-heavy when you hit Disc 3.
 
It'll need scaled back a bit if doing that, which might not be a terrible thing actually. Stops the game being too top-heavy when you hit Disc 3.
I like to thank you for this MOD, I was just wondering is there a ETA of 2.0 version of this MOD. Thank you you in advanced.
 
I like to thank you for this MOD, I was just wondering is there a ETA of 2.0 version of this MOD. Thank you you in advanced.
I'm not sure, I'd like it to be done by the end of next month but that's probably optimistic. I've got FF8 NT on the go as well.
 
I'm not sure, I'd like it to be done by the end of next month but that's probably optimistic. I've got FF8 NT on the go as well.
Hey no rush man, you sound like you are giving yourself too much to do, again great MOD. And I will try FF VIII new threat MOD soon as well.
 
Updated the installer + IRO:
-) Ending behaviour was bugged, I removed the check causing it. Ending will play if on normal mode, church scene will play if on Arrange mode.

-) Dragon Force couldn't be learned due to its targeting behaviour.
 
Hey, I posted this on the reunion thread but I'm not sure where I should be asking for support.

Love the mod, I can't see myself playing without it, however using in conjuction with The Reunion (latest ver) is making the random encounters in shinra HQ bug out, is there anything I can do to fix this other than installing NT after Reunion?

any random encounter on floor 68 will result in a crash and on floor 67 any random encounter will bring up the turks who will take no action, forcing me to alt f4 out of it, this only happens when using both mods at the same time (with Reunion being installed last)
 
Hey, I posted this on the reunion thread but I'm not sure where I should be asking for support.

Love the mod, I can't see myself playing without it, however using in conjuction with The Reunion (latest ver) is making the random encounters in shinra HQ bug out, is there anything I can do to fix this other than installing NT after Reunion?

any random encounter on floor 68 will result in a crash and on floor 67 any random encounter will bring up the turks who will take no action, forcing me to alt f4 out of it, this only happens when using both mods at the same time (with Reunion being installed last)
Sounds like wrong encounters, which'll be either a scene/kernel lookup problem or it'll be the default encounter tables being used by Reunion overriding the NT ones.

Scene/kernel is relatively easy to fix, you open the scene.bin with the Proud Clod tool and click File/Save (or may be File/Create on older versions, but it's effectively the same function). A prompt asking to check the kernel will appear and picking yes will have the tool check; if it isn't synched, it'll then offer to sort it out (which you'd click yes again).

If you're playing the steam version, bear in mind that there are two kernels; one in data/kernel, and the other in data/lang-en/kernel. Steam uses that second one but I think PrC will check for the first one by default so after synching, just copy-paste the corrected data/kernel over the data/lang-en/kernel. Definitely try this step before checking the flevel.

If the problem is in flevel then this'll take more time. If you've hard-patched these with installers, and not used 7H, then a manual fix is probably the only option at the moment. That would involve getting the makou reactor tool and opening two instances of it; one on NT's base flevel, and the other on your reunion + NT patched flevel.

You'd then go through each field and check the encounter tables against each other, correcting the NT-Reunion encounter table to use the base NT one. That'll fix the encounters at least.

To get a copy of the base NT flevel, make a copy of your data folder and run the NT installer over it.
 
how do you get the Dragon Force enemy skill? I manipulate the north crater dragon, if I target my party with the spell, he uses it on himself (?). I tried hitting him with Reflect and Confu to no avail.
 
wow, thanks for such an in depth answer Sega Chief, I'll get right on it. Right now I had given up and was playing with just NT but I'll try to work this out. tyvm!
 
how do you get the Dragon Force enemy skill? I manipulate the north crater dragon, if I target my party with the spell, he uses it on himself (?). I tried hitting him with Reflect and Confu to no avail.
The update I put yesterday out should allow for Dragon Force to be targeted on the party now via Manipulate; is it still not working?
 
hello, I have a problem with this mods, I have the same materia bonuses and penalties of the basic game.

the rest of the mod seems to work normally, the new boss fight is there, the innate ability work, ect.

for info I have the French version of the game so I did the manipulation that ask to rename files before installing the mod.
 
Currently on my 2nd run of this AMAZING mod, but I've just watch a scene that, again, made me wonder... I'm talking about the Red XIII, Aeris experiment, did you change the translation to make it more "child friendly"? Cause if I remember correctly, Hojo was trying to breed them together, not to strength Aeris by combat (or maybe the english and spanish translations were wrong all this time). If you changed it on porpouse, are there any more scenes were you did something similar? I'm not talking about typos and/or better translations, I only care about censorship.

Thx in advance for your reply Sega Chief!
 
The update I put yesterday out should allow for Dragon Force to be targeted on the party now via Manipulate; is it still not working?
oh, I didn't realize you updated the mod
 
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