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

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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
It might be interference from an older installation, but will check.


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.
It's probably the 7H install that's wonky. Kernel is usually unpatched in instances like that (which would explain why the innates aren't popping up) and I guess scene.bin in this case has also not been patched. Model files are separate and sound like they're getting done properly.

Unfortunately, with 7th heaven the only real fix is scorched earth approach. An uninstall/file delete and then full reinstallation. Alternatively, you could try the stand-alone installer for FF7 NT and patch the ff7 files with it and then try running 7h on the top of it for model mods but it might get unstable if you patch anything else on top of it like, say, menu overhaul.
 
Quick question,

Cid just learned his 3.1 limit break without learning 2.2.

Upon closer inspection I noticed he's actually missing his 2.1 LB Hyper Jump. So he's got: Boost jump, Dynamite, Dragon and now Dragon Dive.

Did you switch up Cid's limit breaks Hyper jump and Dragon? Or what's going on`?

Looked around the web a bit, and this seems to be semi common, but usually missing the x.2 limits, instead of x.1

Anybody else can confirm what order Cid's level 2 limit breaks are?


Jeeez I didn't sign up for this!
 
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It might be interference from an older installation, but will check.
Thanks. Using a fresh ff7_en.exe fixes the Materia attributes for me. The turks battle in the mythril cave seems to be from the flevel. Elena's script would restore HP and start that battle. I deleted those lines from the flevel and everything seems to be working as intended.
 
Quick question,

Cid just learned his 3.1 limit break without learning 2.2.

Upon closer inspection I noticed he's actually missing his 2.1 LB Hyper Jump. So he's got: Boost jump, Dynamite, Dragon and now Dragon Dive.

Did you switch up Cid's limit breaks Hyper jump and Dragon? Or what's going on`?

Looked around the web a bit, and this seems to be semi common, but usually missing the x.2 limits, instead of x.1

Anybody else can confirm what order Cid's level 2 limit breaks are?


Jeeez I didn't sign up for this!
Cid's lvl 2 limits are indeed switched. But the other things are vanilla and intended. You need a certain amount of kills to get to the next level and you need to use the first limit of each level a certain number of times to get the 2nd.
 
Cid's lvl 2 limits are indeed switched.
Thanks very much! I guess that makes sense as Hyper Jump is much more powerful. Now I know my next game plan. Too bad my Cid is tanky as "#¤% so farming limit uses is hard. Cover spam and lower Def Eq. should do it!
 
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Thanks very much! I guess that makes sense as Hyper Jump is much more powerful. Now I know my next game plan. Too bad my Cid is tanky as "#¤% so farming limit uses is hard. Cover spam and lower Def Eq. should do it!
I've always manipulated an enemy (cactuar in vanilla) and inflicted mini on the character that I'm farming uses for. As long as you have fury and mini on and have just over 1000HP it shouldn't take too long to farm uses since you won't be killing enemies with the LBs.

For lv.3 limits it works best to use Fury Brand though imo.
 
I'm having an issue where I go into the Dark Cave for the first time and the game doesn't load all of the dialogue for Barret and Cloud. They talk for a few boxes and then cloud turns and doesn't say anything. Anyone have this issue before? I watched someones play through so I know there is supposed to be more said before they go forward.
 
I have a suggestion for the next update. I think the Comet materia should have the Gravity element. Not the spells themselves, they should remain non-elemental, but it makes sense to me for the materia to be the Gravity element (i.e. Gravity pulling comets from the skies to hit people). Plus it would give another end-game Gravity element material to pair with elemental besides Time. Don't know if this is easy to implement or if it would be broken with something else I'm not thinking of.
 
Quick question,

Cid just learned his 3.1 limit break without learning 2.2.

Upon closer inspection I noticed he's actually missing his 2.1 LB Hyper Jump. So he's got: Boost jump, Dynamite, Dragon and now Dragon Dive.

Did you switch up Cid's limit breaks Hyper jump and Dragon? Or what's going on`?

Looked around the web a bit, and this seems to be semi common, but usually missing the x.2 limits, instead of x.1

Anybody else can confirm what order Cid's level 2 limit breaks are?


Jeeez I didn't sign up for this!
You can learn the 2.1 and 3.1 without first learning the 1-2 or 2-2 respectively. The Lv.4 Limit needs all of them to be learned however before the item can be used to teach it.

Cid's Hyper Jump and Dragon limits were swapped due to a graphics driver issue with the Steam version; Hyper Jump can crash on that version so I felt it would be a good idea to make that the 2-2 instead of the 2-1. The issue is fixed on latest 1998/7th H versions which use the new graphics driver.


Thanks. Using a fresh ff7_en.exe fixes the Materia attributes for me. The turks battle in the mythril cave seems to be from the flevel. Elena's script would restore HP and start that battle. I deleted those lines from the flevel and everything seems to be working as intended.
I missed that one, thanks for letting me know.


I'm having an issue where I go into the Dark Cave for the first time and the game doesn't load all of the dialogue for Barret and Cloud. They talk for a few boxes and then cloud turns and doesn't say anything. Anyone have this issue before? I watched someones play through so I know there is supposed to be more said before they go forward.
This issue seems to affect users with other certain mods on (unknown which one). Try running NT by itself until you reach the first save point in that reactor, then reactivate your other mods.

I have a suggestion for the next update. I think the Comet materia should have the Gravity element. Not the spells themselves, they should remain non-elemental, but it makes sense to me for the materia to be the Gravity element (i.e. Gravity pulling comets from the skies to hit people). Plus it would give another end-game Gravity element material to pair with elemental besides Time. Don't know if this is easy to implement or if it would be broken with something else I'm not thinking of.
Will do.
 
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.
I completely forgot about this, will need to do this tonight.
 
I completely forgot about this, will need to do this tonight.
Don't worry about it, I'm in no rush! I'm very curious how you go about editing the file to produce this result.

I did have a secondary question about Vincent...I doubt it's possible, but figured I'd ask and see:

-) When you limit on Vincent, is there a possibility to actually control his actions at all? Would that require entirely recoding his AI?

-) If controlling him isn't an option, would it be possible to maybe revert him to his normal form after let's say 3-5 rounds of combat?

-) If none of these options work, could his LB forms deal at least 1 form of medium to high non elemental damage to give some incentive to losing control of him in battle?

The reason I ask is mainly because of all the characters in VII, he's the wildcard (outside of Cait Sith's slots haha) that can get you killed in certain fights if you LB at the wrong time due to not being able to revive someone, provide AoE healing, ect. Or worse yet, you LB in a form like Galian beast that deals fire damage, but the boss absorbs fire damage, thus hamstringing your fight.

I like that he's a beefy caster, and you can essentially never LB and only cast spells/use command materia, but that makes his LB's kinda pointless in most fights.

Thanks!
 
Hello again! A question that I didn't find an answer... When you check the characters sp, there is a ???? at bottom. Is it something? I didn't find information about it.
 
Hello again! A question that I didn't find an answer... When you check the characters sp, there is a ???? at bottom. Is it something? I didn't find information about it.
It's an oversight left over from Sega Chief. Not a secret character, it's not Sephiroth joining the party, just something left over from when he was testing out.

He mentioned it a couple times in the thread  :)
 
Kaktuar didn't drop 7777 needles for me, only cactuar gun....where can i get it?
 
Good timing karsh, here's those EXEs for adjusted tifa reels (no miss):
https://mega.nz/#!G9shTSSb!mfUa6XHjBPOd12Exsd8C65GuFMl-bXKuKSzAjmKrvx0
Awesome thank you sir! I did post something a bit earlier about Vincent, but it's pending approval from a moderator so you may not have seen it just yet. It's some idea's around Vincent to make him a bit more reliable due to his special LB compared to others in the party.

Also, would you have some time later to discuss some of the aspects of how to modify the EXE. That way when you do a new release, I can modify the EXE myself for the Tifa reels.

Appreciate the help and I'm looking forward to play your final, final version!  ;D
 
Don't worry about it, I'm in no rush! I'm very curious how you go about editing the file to produce this result.

I did have a secondary question about Vincent...I doubt it's possible, but figured I'd ask and see:

-) When you limit on Vincent, is there a possibility to actually control his actions at all? Would that require entirely recoding his AI?

-) If controlling him isn't an option, would it be possible to maybe revert him to his normal form after let's say 3-5 rounds of combat?

-) If none of these options work, could his LB forms deal at least 1 form of medium to high non elemental damage to give some incentive to losing control of him in battle?

The reason I ask is mainly because of all the characters in VII, he's the wildcard (outside of Cait Sith's slots haha) that can get you killed in certain fights if you LB at the wrong time due to not being able to revive someone, provide AoE healing, ect. Or worse yet, you LB in a form like Galian beast that deals fire damage, but the boss absorbs fire damage, thus hamstringing your fight.

I like that he's a beefy caster, and you can essentially never LB and only cast spells/use command materia, but that makes his LB's kinda pointless in most fights.

Thanks!
Editing is setting up a hext file (a notepad) that gets patched onto an exe directly either using hexttools or at runtime temporarily via 7th heaven. You specify the address and then the bytes to change. Bit rudimentary but it gets the job done.

It's not so much the AI, as it is the battle menu not really being designed to support it. Closest would be the manipulate battle menu but that pulls data from an enemy. An interface like that which would block off the normal battle menu would probably be the cleanest way. I tried form reversion by killing/reviving but it didn't take unfortunately.

Awesome thank you sir! I did post something a bit earlier about Vincent, but it's pending approval from a moderator so you may not have seen it just yet. It's some idea's around Vincent to make him a bit more reliable due to his special LB compared to others in the party.

Also, would you have some time later to discuss some of the aspects of how to modify the EXE. That way when you do a new release, I can modify the EXE myself for the Tifa reels.

Appreciate the help and I'm looking forward to play your final, final version!  ;D
Download DLPB's hexttools here: https://www.ff7catalog.com/threads/9110/
Then in the hextedit folder, place the NT ff7.exe and ff7_en.exe (first is for 1998/7h, second is for steam; use whichever you need). In the HE_In folder, place a notepad with this:

https://pastebin.com/z0R6a79p

Replace the ff7.exe at the top with ff7_en.exe if you're looking to patch the steam version.

Drag the .exe onto the hextedit .BAT file and it should patch it.
 
Great information Sega Chief, thanks a lot! My Hex editing skills extend as far as SNES and some stuff on RPG Maker. Nothing to the level of what you've achieved in these few years working on NT!

I'll practice what you mentioned and see if I can get it going on my own when your next update hits.

Cheers!
 
Is there any way to donate that isn't through PayPal? I'd love to support what you do since it's basically a new game for me, but I would prefer not to use PayPal.
 
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