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

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I've been looking for a long time, so I'm sorry if this has already been answered, but have the rewards changed for the Speed Square in Gold Saucer? I absolutely hate/suck at the rollercoaster thing and was wondering if there was something more substantial that I might be missing besides the Umbrella/Flayer (or whatever they're called if the names changed), or if any of the previously useless 3-5k point items were useful.

Also wanted to say that this mod is amaze-balls.
The lower tier items are just gimmick items, they have a use in-battle but usually something useless like 'change all your party member row' or something.

There's a glitch (or perhaps some oversight) where shooting the propellors on the yellow zeppelin (after balloon phase, when pink rocket enemies appear) can generate massive amounts of points if it's even brushed slightly with the laser.

The PC version of the coaster is very twitchy compared to the PSX version, I think DLPB had a fix for it though.

Ah okay. So Arrange is a lot harder? I'll have to do another run after the first part of the remake comes out. Still wondering who that extra ? ? ? character is. My guess would be Sephiroth. You're deffo getting a small donation for this mod.
The extra entry for SP was a mistake on my part; sorry to get your hopes up on that front. When some of the new modding frameworks come out, I'm going to put together something on that front though (nothing that affects story though, battles/visual only).

Cheers for the donation, bud  ;D
 
So, I've reached the end of part 2, crushing what was left of Shinra, and the madman Hojo.
At Midgar I kept trying to steal from every enemy, but had zero success. 2 characters mugging every encounter and always "Couldn't steal anything.." My characters are high level too, Cloud being over 90.

Should I have acquired the Sneak Glove before Midgar?
 
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So, I've reached the end of part 2, crushing what was left of Shinra, and the madman Hojo.
At Midgar I kept trying to steal from every enemy, but had zero success. 2 characters mugging every encounter and always "Couldn't steal anything.." My characters are high level too, Cloud being over 90.

Should I have acquired the Sneak Glove before Midgar?
The stealing thing is an oversight with the level adjustment I added, in order to steal from late-game enemies you'll need a sneak glove. This can be still be acquired by digging up the keycard from bone village and then visiting the weapon shop seller who sold you batteries on Disc 1.
 
Hello Sega Chief, so I ran into a glitch at the very beginning of the Dark Cave where as soon as I have the first conversation with Barret the game seems to lock up with Cloud and Barret just staring at each other with their standing idle animations still going. I turned off the field model mods I have to see if they were the cause, but the same thing seems to happen. Any suggestions on what I can do?

P.S. This is my first time playing through FF7 and I really like all the things you've done in the mod. A couple critiques here and there I have (like the abundance of status effect enemies at the beginning or maxing out all the SP levels only half way through the game), but for the most part I think its great.
 
Hello Sega Chief, so I ran into a glitch at the very beginning of the Dark Cave where as soon as I have the first conversation with Barret the game seems to lock up with Cloud and Barret just staring at each other with their standing idle animations still going. I turned off the field model mods I have to see if they were the cause, but the same thing seems to happen. Any suggestions on what I can do?

P.S. This is my first time playing through FF7 and I really like all the things you've done in the mod. A couple critiques here and there I have (like the abundance of status effect enemies at the beginning or maxing out all the SP levels only half way through the game), but for the most part I think its great.
The freeze seems related to other mods (cause unknown); try running NT by itself until you reach the save point, then turn your other mods back on. I suspect it might be the 'animated idles' but unsure.
 
The freeze seems related to other mods (cause unknown); try running NT by itself until you reach the save point, then turn your other mods back on. I suspect it might be the 'animated idles' but unsure.
So I did what you said and turned off all the mods except for NT, and managed to get past the beginning dialogue. I decided to start doing some tests turning off/on all the different mods one at a time (including all the ones involving animations & models) to see what could be causing the issue, but I couldn't find out whats the cause besides me thinking that NT freezes up if their is too many mods loaded in when entering Dark Cave. The mods that seem to work along with NT at that part are the Remako HD mods I have.

Unfortunately now I ran into another issue even before I reached the save point. As I am climbing down to the mako reactor, I get stuck in a walking animation going along the pipes as soon as I enter the next screen. This happened to me before during the Midgar raid with the ladder to Shinra HQ, but I managed to get past that one somehow. And keep in mind I basically have all the mods turned off now so I have no idea :/
 
Hi Sega,

Just wanted to say i downloaded the New Threat about 2 weeks ago and I'm absolutely loving it, but i've hit a bit of a snag in end game- I don't seem to be able to change Party Leaders on the Highwind. Is this something that has been patched out and is no longer needed for Cid/Tifa's quests? Or have i messed something up.

Also, on an entirely separate note, when looking for the Sector 5 key, I dug up a second Bahamut ZERO. I presume that's not something you had wanted, so just letting you know that it's there!

Thanks for all the great work- really looking forward to FFVIII when it comes out too!
 
So I did what you said and turned off all the mods except for NT, and managed to get past the beginning dialogue. I decided to start doing some tests turning off/on all the different mods one at a time (including all the ones involving animations & models) to see what could be causing the issue, but I couldn't find out whats the cause besides me thinking that NT freezes up if their is too many mods loaded in when entering Dark Cave. The mods that seem to work along with NT at that part are the Remako HD mods I have.

Unfortunately now I ran into another issue even before I reached the save point. As I am climbing down to the mako reactor, I get stuck in a walking animation going along the pipes as soon as I enter the next screen. This happened to me before during the Midgar raid with the ladder to Shinra HQ, but I managed to get past that one somehow. And keep in mind I basically have all the mods turned off now so I have no idea :/
I think if you mash the confirm button while entering or exiting a ladder, there's a chance to get stuck on the thing due to a flaw in the scripts handling them (same with the glass elevator entrances in SHinra HQ, when exiting/entering mashing confirm can get you stuck). It's a problem with the base game, it's definitely fixable but there are a LOT of ladders: https://gamefaqs.gamespot.com/boards/197341-final-fantasy-vii/63132464

Hi Sega,

Just wanted to say i downloaded the New Threat about 2 weeks ago and I'm absolutely loving it, but i've hit a bit of a snag in end game- I don't seem to be able to change Party Leaders on the Highwind. Is this something that has been patched out and is no longer needed for Cid/Tifa's quests? Or have i messed something up.

Also, on an entirely separate note, when looking for the Sector 5 key, I dug up a second Bahamut ZERO. I presume that's not something you had wanted, so just letting you know that it's there!

Thanks for all the great work- really looking forward to FFVIII when it comes out too!
If you head down to the bottom of the crater (where party reunites) there's a scene and then a notification that everything has been unlocked. Head back up to the surface (you can use the new NPC down there to warp back faster) and in the Operations Room of the Highwind, talk to the NPC on the right to swap.

In Bone Village, a lot of missables can be dug up (albeit at a very low chance in the vanilla game; NT boosts the chances up I think to 100%) if they weren't acquired normally. So if you didn't get all four Huge Materia then you can still get Bahamut ZERO by digging it up. Same used to be true of W-Item but that was moved out of the Midgar Raid and is no longer missable. Phoenix can be dug up there as well if Fort Condor was seized.
 
Bugger- I must have loaded up a old save in the Highwind then...  oh well, thanks for that!

As for Bahamut Zero, I did get it from the Huge Materia and now have 2, I just didn't realise that getting two was possible in the Vanilla game :)

Thanks
 
As for Bahamut Zero, I did get it from the Huge Materia and now have 2, I just didn't realise that getting two was possible in the Vanilla game :)
It probably wasn't intentional, but it isn't as if it's a bug-free game (::cough:: w-item ::cough:: )
 
Bugger- I must have loaded up a old save in the Highwind then...  oh well, thanks for that!

As for Bahamut Zero, I did get it from the Huge Materia and now have 2, I just didn't realise that getting two was possible in the Vanilla game :)

Thanks
Ah you see it's on special this month; 2 for 1.
 
Don't know if this is related to this mod or another I have enabled, but I ran into a soft-lock with Added Effect + Hades. All the debuffs triggered (sleep, poison, frog, etc.), and then the combat soft-locked. Full ATB but won't take actions, mob not taking damage from poison, and can't escape.
 
That's something to do with the Frog status and one of the other mods, I forget which one.
 
Hey Sega Chief, me and my boys are loving your mod thus far. All 3 of us are playing it using a program called Parsec which allows multiple users to connect to a single PC and with enough troubleshooting, you can have everyone be player 1. That way we just rotate each character in combat and rotate map duties when people get bored...Or force certain savants in our group to always do the mini games.

We've been enjoying the mod quite a bit, we play once or twice a week. There was one question we had and wanted to know if you could help us out in figuring out how to enable it.

Our core party has been Cloud Aerith/Yuffie & Tifa. What we wanted to know is if it's possible to mod Tifa's LB to no longer have Miss and only have Hit/Yeah. We've had quite a few instances of getting demolished because of patient Tifa LB play to not get misses and it's uh...Unfortunate to say the least.

If there isn't a way to do it, no biggie, just figured I'd ask.

Again, appreciate your efforts on this mod, it really does give this super easy game a much needed facelift.
 
I think if you mash the confirm button while entering or exiting a ladder, there's a chance to get stuck on the thing due to a flaw in the scripts handling them (same with the glass elevator entrances in SHinra HQ, when exiting/entering mashing confirm can get you stuck). It's a problem with the base game, it's definitely fixable but there are a LOT of ladders: https://gamefaqs.gamespot.com/boards/197341-final-fantasy-vii/63132464
Yeah unfortunately I am still running into the problem even if I don't press any buttons or switch to keyboard, it just keeps making me run along a part of the pipe. Also one thing to note that I am not sure is a glitch or related to Dark Cave's story is that their is a timer countdown that's stuck at 00:00 as soon as I enter the No.1 Reactor? area. Now I have used the black chocobo editor to get me past a few glitches before, like the PHS save anywhere ones. Of course it doesn't show this location in the editor due to it being a mod, but is there a way to use that to spawn me at the save point right below where I am getting stuck somehow? Maybe like editing the mod files or editor files?

Don't know if this is related to this mod or another I have enabled, but I ran into a soft-lock with Added Effect + Hades. All the debuffs triggered (sleep, poison, frog, etc.), and then the combat soft-locked. Full ATB but won't take actions, mob not taking damage from poison, and can't escape.
Oh I was actually watching a twitch streamer run into that exact same problem. One of his viewers told him it was the 60 FPS battles with the animations mod.
 
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Hey Sega Chief, me and my boys are loving your mod thus far. All 3 of us are playing it using a program called Parsec which allows multiple users to connect to a single PC and with enough troubleshooting, you can have everyone be player 1. That way we just rotate each character in combat and rotate map duties when people get bored...Or force certain savants in our group to always do the mini games.

We've been enjoying the mod quite a bit, we play once or twice a week. There was one question we had and wanted to know if you could help us out in figuring out how to enable it.

Our core party has been Cloud Aerith/Yuffie & Tifa. What we wanted to know is if it's possible to mod Tifa's LB to no longer have Miss and only have Hit/Yeah. We've had quite a few instances of getting demolished because of patient Tifa LB play to not get misses and it's uh...Unfortunate to say the least.

If there isn't a way to do it, no biggie, just figured I'd ask.

Again, appreciate your efforts on this mod, it really does give this super easy game a much needed facelift.
Yeah it's possible to do, there was an .EXE that had it enabled but unsure if it's still in the files (or if it's up to date). I'll throw one together when I get back from work and send it over. Will also post the hex for it if anyone else reading this wants to apply to an .exe for other project/set-up.


Yeah unfortunately I am still running into the problem even if I don't press any buttons or switch to keyboard, it just keeps making me run along a part of the pipe. Also one thing to note that I am not sure is a glitch or related to Dark Cave's story is that their is a timer countdown that's stuck at 00:00 as soon as I enter the No.1 Reactor? area. Now I have used the black chocobo editor to get me past a few glitches before, like the PHS save anywhere ones. Of course it doesn't show this location in the editor due to it being a mod, but is there a way to use that to spawn me at the save point right below where I am getting stuck somehow? Maybe like editing the mod files or editor files?

Oh I was actually watching a twitch streamer run into that exact same problem. One of his viewers told him it was the 60 FPS battles with the animations mod.
The location is identical to the Reactor 1 screens, so send yourself there in the black chocobo editor. The pipe being a consistent problem with 60fps (assuming that's fields and not the battles? Wasn't aware there was a 60fps field animation mod) isn't something I've heard mentioned before but will keep it in mind. If it's battles 60fps then that shouldn't be affecting the field module as far as I know but if it also patches field animations then maybe it's that.
 
Does anyone know if this can be ported to a psp/ps vita??
I don't believe you can apply this mod to the PSP/Vita as this version of the mod is for the PC/Steam version. The PSP/Vita version is a port of the original PSX version of the game, which this mod is not compatible with to my knowledge.

I have seen people port this onto the Switch however, if you want to use a handheld device still. That's because the Switch version is a port of the PC/Steam version of the game from what I understand.
 
Ah damn, so it's a vanilla scene.bin but with a modified kernel? I'll sort that when I get back this evening.

***

That's both the vanilla IRO and installer patched up with default scene + kernel.
I've been playing through with the vanilla patch and noticed that numbers seemed off, Materia is still giving the modded stat buffs/debuffs. There's also a battle with Rude and Elena at Mythril Mine that puts me against 3 monsters. I can run from it so that's not a huge deal but there might be other unintended fights still in this version. Sorry to keep bugging you with the vanilla version but let me know if these bugs are fixable
 
Edit= Iiiiiiiiiiiiiiiiiiii can't read today. Nevermind, I think I have it sorted.

I can't seem to get this mod to work at all. It seems to change things partially, but combat changes don't take effect (Barret doesn't get a stacking defense buff, Guard Scorpion is no different but looks different). I was watching Maximillian Dood play this using an IRO version from June, but I can't seem to find that version, just the version from August. Any help would be appreciated, the mod looked awesome when he was playing it.
 
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